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.
The Umbra SDK license covers the rights to use Umbra in one product on all the platforms: PC, Console, Mobile and VR/AR.
All the licensees have access to all the updates to the C++ API, online documentation and responsive customer support over email or phone.
Our flexible pricing takes into account the size of the studio and its development budget, so that you don’t have to be a massive AAA studio to be able to use Umbra.
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