Umbra, Unity and rendering optimization 10/1/2012 Sampo ”Anvil” Lappalainen &  Thomas Puha IGDA Unity evening
Founded in 2006, Helsinki, Finland 13 full-time employees  In the business of occlusion culling  = rendering performance optimizing Plenty of shipped games utilizing Umbra’s tech: Alan Wake, Mass Effect 2-3, Dragon Age 1-2, Age of Conan etc Current product Umbra 3.1 (CPU, CPU/GPU) Available for PlayStation 3, Xbox 360, PlayStation Vita, iOS, pc, Android and future console platforms...
Currently working with...
Currently working with...
What do we offer? “Umbra rendering optimization” Helping to optimize graphics rendering to enable better performance Only draw what the camera sees - visibility solution Basis of a 3D engine – but very difficult problem to solve well Umbra’s core engineering team has worked on this since 2000 More and more technology-driven studios choose our solution Mature technology and it works – easy to integrate
Umbra  tech timeline Umbra 1 - 2007 Hierarchical representation of the scene GPU occlusion queries for visibility testing Umbra 2 (OB) - 2009 Multithreaded Umbra 1 Built to work optimally on PS3 / Xbox 360 Umbra 3 - 2011 Umbra Optimizer for visibility baking Umbra Runtime for CPU operations
Umbra and Unity 3.5 Pro Umbra 3.0 pre-integrated All Unity platforms covered Optimizer : Visibility ”bake” Take scene, computation parameters as input Produces a Tome Runtime: Perform occlusion culling using the pre-computed Tome
Upcoming features Incremental Bake When a change is made to the scene, only the affected areas need to be recomputed Dramatic reduction in baking times ” Grizzly” culling algorithm Improved portal culling algorithm All new,  groundbreaking, next-level, way of doing things!
Live Umbra 3 and Unity demo Recap: Best practices
Tip 1: Set tight Occlusion Areas Don’t compute the parts of the scene where camera cannot go Gains: Faster computation Smaller runtime memory footprint
Tip 2: Choose the right culling algorithm Different data needs to be computed for different algorithms PVS Simple lookup in runtime, fast! PVS with dynamic objects Larger runtime data size Portal More accurate than the PVS test Fast to test dynamic objects
Tip 3: Computation parameters Huge impact on both computation time and culling quality View Cell Size: Smaller values take longer to compute, but produce better occlusion Near Clip Plane: How close to the geometry can the runtime camera go Start with default values and tweak one parameter at a time
Thank you for listening  (Thanks IGDA and Unity) Enjoy a free ”Tome” drink on us tonight! umbra3.com
 

Umbra 3 IGDA & Unity Presentation

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    Umbra, Unity andrendering optimization 10/1/2012 Sampo ”Anvil” Lappalainen & Thomas Puha IGDA Unity evening
  • 2.
    Founded in 2006,Helsinki, Finland 13 full-time employees In the business of occlusion culling = rendering performance optimizing Plenty of shipped games utilizing Umbra’s tech: Alan Wake, Mass Effect 2-3, Dragon Age 1-2, Age of Conan etc Current product Umbra 3.1 (CPU, CPU/GPU) Available for PlayStation 3, Xbox 360, PlayStation Vita, iOS, pc, Android and future console platforms...
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  • 4.
  • 5.
    What do weoffer? “Umbra rendering optimization” Helping to optimize graphics rendering to enable better performance Only draw what the camera sees - visibility solution Basis of a 3D engine – but very difficult problem to solve well Umbra’s core engineering team has worked on this since 2000 More and more technology-driven studios choose our solution Mature technology and it works – easy to integrate
  • 6.
    Umbra techtimeline Umbra 1 - 2007 Hierarchical representation of the scene GPU occlusion queries for visibility testing Umbra 2 (OB) - 2009 Multithreaded Umbra 1 Built to work optimally on PS3 / Xbox 360 Umbra 3 - 2011 Umbra Optimizer for visibility baking Umbra Runtime for CPU operations
  • 7.
    Umbra and Unity3.5 Pro Umbra 3.0 pre-integrated All Unity platforms covered Optimizer : Visibility ”bake” Take scene, computation parameters as input Produces a Tome Runtime: Perform occlusion culling using the pre-computed Tome
  • 8.
    Upcoming features IncrementalBake When a change is made to the scene, only the affected areas need to be recomputed Dramatic reduction in baking times ” Grizzly” culling algorithm Improved portal culling algorithm All new, groundbreaking, next-level, way of doing things!
  • 9.
    Live Umbra 3and Unity demo Recap: Best practices
  • 10.
    Tip 1: Settight Occlusion Areas Don’t compute the parts of the scene where camera cannot go Gains: Faster computation Smaller runtime memory footprint
  • 11.
    Tip 2: Choosethe right culling algorithm Different data needs to be computed for different algorithms PVS Simple lookup in runtime, fast! PVS with dynamic objects Larger runtime data size Portal More accurate than the PVS test Fast to test dynamic objects
  • 12.
    Tip 3: Computationparameters Huge impact on both computation time and culling quality View Cell Size: Smaller values take longer to compute, but produce better occlusion Near Clip Plane: How close to the geometry can the runtime camera go Start with default values and tweak one parameter at a time
  • 13.
    Thank you forlistening (Thanks IGDA and Unity) Enjoy a free ”Tome” drink on us tonight! umbra3.com
  • 14.