2. Umbra the company
• 3D rendering optimization tech for
games (and other industries)
• Founded in 2006
• 25 employees
• HQ in Helsinki
• Branches in San Francisco and
Seattle
3.
4. Trusted partner in gaming
• Billion dollar game franchises
• Leading game engines
• Over 125 released titles
• Top selling games use Umbra
16. Backface Threshold
Input: Less visible backfaces in the scene
Output: Smaller occlusion data
Output: More undefined areas
Larger occlusion data
More visible backfaces in the scene
Less undefined areas
17. Content Creation Guidelines
• Understanding the Smallest Hole
• Smallest opening you can see through
• Plug modeling errors
• Smaller value: longer computation time
• Manually tagging bad occluders
• Things with mostly small holes
• Avoiding leaks in occluder geometry
• Don’t let the visibility to leak under the
terrain
19. 3D Content is
Growing Rapidly
• The entire world is being
scanned and modeled in 3D
• Creation of 3D virtual worlds
is growing massively
• Developments in hardware
and software support the growth
20. • Significant possibilities for industries outside
of gaming to benefit from
real-time 3D rendering
• Construction, architecture, engineering,
mapping, navigation etc.
Increase of Demand for
Real-time 3D
29. When the
application is
running, Umbra
will...
...tell what to
render next with
3D content streaming
...report what
is visible with
occlusion culling
...define which version
of assets
to use (level
of detail)
30. Umbra Roadmap
Universal 3D viewer –
streaming any content
to any device
Revit integration
Viewer
H1 2017
Unity integration
Pilot users from AEC
and games
Hololens
VR
Beta
now
Integrate into new
toolchains and file
formats
Collaborative design
and review of large 3D
models
WebGL
SDK
H2 2017