hands-on with umbra in unity - past, present and the future

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Hands-on with Umbra in Unity Past, Present and the Future

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Page 1: Hands-on with Umbra in Unity - Past, Present and the Future

Hands-on with Umbra in Unity

Past, Present and the Future

Page 2: Hands-on with Umbra in Unity - Past, Present and the Future

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

Page 3: Hands-on with Umbra in Unity - Past, Present and the Future
Page 4: Hands-on with Umbra in Unity - Past, Present and the Future

Trusted partner in gaming

• Billion dollar game franchises

• Leading game engines

• Over 125 released titles

• Top selling games use Umbra

Page 5: Hands-on with Umbra in Unity - Past, Present and the Future
Page 6: Hands-on with Umbra in Unity - Past, Present and the Future

Occlusion Culling - Why Bother?

Page 7: Hands-on with Umbra in Unity - Past, Present and the Future

Umbra 3 Overview

POLYGON SOUP VISIBLE OBJECTS

Occluder generation Queries

SPATIAL DATABASE

Page 8: Hands-on with Umbra in Unity - Past, Present and the Future

Polygon Soup

Page 9: Hands-on with Umbra in Unity - Past, Present and the Future

Voxels

Page 10: Hands-on with Umbra in Unity - Past, Present and the Future

Cells and Portals

Page 11: Hands-on with Umbra in Unity - Past, Present and the Future

Visibility Query

Rasterize portal graph

Page 12: Hands-on with Umbra in Unity - Past, Present and the Future

Occlusion Buffer

Page 13: Hands-on with Umbra in Unity - Past, Present and the Future

Umbra 3’s Unity UI

• Occlusion Culling Panel

• UI can be found from Window -> Occlusion Culling

• Three parameters•Smallest Occluder•Smallest Hole•Backface Threshold

Page 14: Hands-on with Umbra in Unity - Past, Present and the Future

Smallest Hole

More detailed input geometry

Slower bake

Higher bake memory usage

Less detailed input geometry

Faster bake

Lower bake memory usage

Page 15: Hands-on with Umbra in Unity - Past, Present and the Future
Page 16: Hands-on with Umbra in Unity - Past, Present and the Future

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

Page 17: Hands-on with Umbra in Unity - Past, Present and the Future

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

Page 18: Hands-on with Umbra in Unity - Past, Present and the Future

Wait, there is more?

Introducing Umbra 4

Page 19: Hands-on with Umbra in Unity - Past, Present and the Future

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

Page 20: Hands-on with Umbra in Unity - Past, Present and the Future

• 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

Page 21: Hands-on with Umbra in Unity - Past, Present and the Future

LIMITED BANDWIDTHLIMITED MEMORY AND

PROCESSING CAPACITYUNLIMITED DATA

Page 22: Hands-on with Umbra in Unity - Past, Present and the Future

Existing Solutions

Using ad-hoc methods and hand optimization are ineffective.

Page 23: Hands-on with Umbra in Unity - Past, Present and the Future

100 GBMANUAL WORK FROM

EXPERTS100 MB

Page 24: Hands-on with Umbra in Unity - Past, Present and the Future

Umbra 4– Any 3D content, any device

Page 25: Hands-on with Umbra in Unity - Past, Present and the Future

UNLIMITED DATA UMBRA 100 MB

• Umbra automatically organizes source data for transmission and display

Page 26: Hands-on with Umbra in Unity - Past, Present and the Future

It all starts with the user creating 3D content

How It Works

Page 27: Hands-on with Umbra in Unity - Past, Present and the Future

Inside the editor they can “umbrafy” the content.

This means the content is sent to the Umbra Cloud

Page 28: Hands-on with Umbra in Unity - Past, Present and the Future

Umbra then automatically restructures the data...

... and creates an optimized 3D

database.

Page 29: Hands-on with Umbra in Unity - Past, Present and the Future

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)

Page 30: Hands-on with Umbra in Unity - Past, Present and the Future

Umbra Roadmap

Universal 3D viewer –streaming any content

to any device

Revit integration

ViewerH1 2017

Unity integration

Pilot users from AEC and games

Hololens

VR

Betanow

Integrate into new toolchains and file

formats

Collaborative design and review of large 3D

models

WebGL

SDKH2 2017

Page 31: Hands-on with Umbra in Unity - Past, Present and the Future

Demo

Page 32: Hands-on with Umbra in Unity - Past, Present and the Future

Sampo Lappalainen

[email protected]

@sampo3d

We are hiring!

Unity Developer

Graphics Programmer

Systems Programmer