An absolutely great read, thank you for this. Really lays a foundation on how to go about the learning process.
Hi Matthew and Mr VFX, I’m currently researching this topic of decomposing images into shading and reflectance layers. I would love to learn about what you are trying to use this for to learn more about applications for this technology.
Hi George, I'm currently researching this topic of decomposing images into shading and reflectance layers. Would love to learn about what you are trying to use this for to learn more about applications for this technology.
An Optimized 3D Database
Umbra creates an optimized database from your 3D data, whether it is a small game level or a huge architectural model. Umbra processes your data automatically, which means you can give Umbra your geometry as-is without modifying it in any way, or doing any extra work. There are a couple of parameters that you can use to control how large and accurate a database you wish to create.
3D Queries at Lightning Speed
Umbra’s optimized database can then be used in an application to perform queries. The queries answer questions like “what can be seen here?”, “what needs to be rendered next?” or “is this room connected to the next one?”. The queries run at lightning speed, typically in less than a handful of milliseconds. This is why Umbra is often used to accelerate real-time rendering. Umbra’s occlusion culling is industry standard in the video games industry.
Works on All Platforms
Umbra runs on virtually any modern CPU and does not depend on any specific hardware or external software. All computers, mobile devices and gaming consoles are supported. All major engines, such as Unity and Unreal Engine support Umbra. In addition, Umbra has been shipped in a huge number of games and other applications, many of which run completely custom engines.
1 April, 2016
25 March, 2016
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18 May, 2015