Video entertainment and demos
Umbra 3: architecture overview and workflow
An overview of how Umbra 3 works in pre-process and runtime. The video explains what happens in the pre-process: what the Umbra 3 Optimizer does and how it works, explain what is an Umbra 3 Tome file and how all this comes together in runtime.
Umbra 3: Pre-process parameters and the View cell explained
The two key parameters in the pre-process are Near clip plane and View cell size. The video explains what these do and the effect they have on the quality of visibility as well as memory usage.
Umbra 3: Runtime overview demo
Take a look at how Umbra’s automated sofware based portal culling works in a game environment in our test level. The video shows both line- and portal visualizations as to how Umbra 3 does it’s magic both indoors and outdoors. It’s a good idea to look at the pre-process video above first, which explains things like the View cell.
Umbra 3 Game Developer Conference 2011 showreel
Some great videogames using Umbra’s technology with some choice quotes from our lovely clients and partners such as BioWare and CCP. This video was used as our showreel at the Game Developer Conference 2011.
Umbra 3 GDC 2011 pitch
Our superman Teppo training his Umbra 3 pitch on the third day of Game Developer Conference 2011. We thank our buddies at Intel for the video, but next time, show up on the first day, huh?
Umbra BigWorld integration – GDC Online 2011
Umbra’s Visibility Optimizer Thomas talks about Umbra’s BigWorld integration as well as the benefits our technology gives to developers. Shoutout to the most awesome crew at BigWorld!