Boosting Frame-rates in Unity Games Using Umbra 3
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SAMPO LAPPALAINEN
UMBRA SOFTWARE
Boosting Frame-rates in Unity Games with
Umbra 3
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UMBRASOFTWARE
OCCLUSION CULLING MIDDLEWAREFOR TRIPLE-A GAMES
RELATIONSHIP WITH UNITYSTARTED IN 2010
FOUNDED IN 2007
14 EMPLOYEES
BASED IN HELSINKI, FINLAND
SUPPORT OFFICE IN SEATTLE, WA
SAME PROBLEM – DIFFERENT SOLUTIONS
“Level artists are there to fill theworld with content. Integrating Umbra saved us not only artist time but the time to create and maintain an efficient visibility culling solution. Umbra’s support provides us with the solutions and features that we need.”
“Umbra’s technology is playing an important rolein the creation of our next universe, by freeing our artists from the burden of manual markups typically associatedwith polygon soup.”
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Video GamesPowered by Umbra 3
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CHECK OUR PRESENTATION THURSDAY 2:30PMROOM 301 SOUTH HALL
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Occlusion Culling: Why Bother?
Umbra 3in a Nutshell
POLYGON SOUP OCCLUSION DATA
VISIBLE OBJECTS
OCCLUDER
GENERATION
VISIBILITY
QUERY
OVERVIEW
VISIBILITY DATA GENERATION
1. CONVERT INPUT POLYGON SOUP INTO VOXELS2. GROUP EMPTY SPACE VOXELS INTO CELLS3. COLLECT OBJECTS IN CELLS4. GENERATE PORTALS BETWEEN CELLS
TOME OF VISIBILITY
RUNTIME
BASIC OPERATION AS IN A TRADITIONAL PORTALS AND CELLS SYSTEM
1.FIND CELL THAT CAMERA IS IN2.TRAVERSE PORTALS-AND-CELLS GRAPH3.GATHER VISIBLE OBJECTS IN CELLS
GENERATES AN OCCLUSION BUFFER FOR DYNAMIC OBJECT TESTING
Umbra 3 in Practice
WHAT IS NEW UNITY 4.3?
• SIMPLIFIED INTERFACE
• INCREMENTAL BAKE
• POINT LIGHT AND SPOT LIGHT CULLING
• SHADOW CASTER CULLING
• MASSIVE RUNTIME PERFORMANCE OPTIMIZATIONS
SMALLEST HOLE
MORE DETAILED INPUT GEOMETRYSLOWER BAKEHIGHER BAKE MEMORY USAGE
LESS DETAILED INPUT GEOMETRYFASTER BAKE
LOWER BAKE MEMORY USAGE
SMALLEST OCCLUDER
LARGER DATASLOWER QUERYLESS CONSERVATIVE
SMALLER DATAFASTER QUERY
MORE CONSERVATIVE
BACKFACE THRESHOLD
SMALLER OCCLUSION DATALESS VISIBLE BACKFACES IN SCENEMORE UNDEFINED AREAS
LARGER OCCLUSION DATAMORE VISIBLE BACKFACES IN SCENE
LESS UNDEFINED AREAS
VISUALIZATIONS
Further Reading
JASIN’S POSTS AT: BLOGS.UNITY3D.COM