Umbra’s Occlusion Culling is automatic and based on rasterizing Umbra’s custom visibility data structure on the CPU. Umbra’s visibility query is CPU-based, does no dynamic memory allocations and is easy to distribute over multiple CPU cores.
Umbra’s Shadow Caster Culling renders shadow maps by determining which objects will cast visible shadows. The depth buffer that is rasterized on the CPU for the main camera is re-projected to light space and a receiver mask is generated.
Umbra’s custom Spatial Database can be used to optimize various gameplay features. The super-fast Ray Cast Query can be used to implement various AI spatial awareness operations, identify spawn locations or implement audio occlusion.
‘Level artists are there to fill the world with content. Integrating Umbra saved us not only artist time but the time to create and maintain an efficient visibility solution.’
- Torok Balazs & Przemyslaw Czatrowski, Lead Engine Programer and Programmer
‘For Remedy, it was a natural choice to keep working with Umbra and their visibility optimization technology.’
Markus Mäki, CTO: Remedy Entertainment, Ltd.
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