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Umbra (3D technology company)
Umbra is a graphics software technology company founded 2007 in Helsinki, Finland. Umbra specializes in occlusion culling, visibility solution technology and provides middleware for video games running on Windows, Linux, iOS, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, handheld consoles, and other platforms. In 2021, Amazon acquired Umbra.
Umbra provides the occlusion culling system for the Unity game engine since the Unity 3 release.
Umbra is also available as a plug-in for Unreal Engine 3 and Unreal Engine 4.
Umbra's technology is used in many major video games such as Batman: Arkham Knight, Call of Duty: Ghosts, The Witcher 3: Wild Hunt, Destiny, Until Dawn, Killzone: Shadow Fall, Mass Effect 2, Mass Effect 3, Guild Wars 2, RaiderZ, The Secret World, Lord of the Rings Online, Planetside 2, Alan Wake, Age of Conan: Hyborian Adventures, Grandia Online, EVE Online, Free Realms, Dragon Age Origins, Dragon Age II, Deus Ex: Mankind Divided, and DOOM.
Umbra's technology has been licensed for use in video games by Rocksteady, Bungie, Guerrilla Games, CD Projekt, Microsoft Studios, Team Dakota, Neversoft, Infinity Ward, Shanda, Vicarious Visions, Specular Interactive, Remedy, Red Duck Inc., Splash Damage, Softmax and several others.
Umbra was spun off from Hybrid Graphics in 2005. Umbra acquired Hybrid Graphics' dPVS and continued its development. The next generation of this technology, named Umbra, was a hardware accelerated occlusion culling middleware. Umbra was released in September 2007. In 2009, Umbra Occlusion Booster was released, and it was optimized for multi-core systems such as Xbox 360, PlayStation 3 and PC.
In 2011 Umbra mostly concentrated on developing Umbra 3. The solution offers performance optimization by optimizing critical parts of a game such as rendering and by providing tools to help with content streaming and game logic. Umbra 3 builds an internal representation of a game scene and uses this data at runtime to perform efficient queries that can be used to e.g. determine the set of visible objects for the player or determine the set of objects that are within a given distance from a point. The difference from past versions is that Umbra 3 has a pre-process stage where it compiles the visibility data which is then used at runtime to perform visibility-related queries. A new feature in 2012 is the streaming functionality allowing building of visibility data at runtime.
In March 2010, Unity Technologies announced that the next release of Unity would feature built-in occlusion culling preprocessing powered by Umbra. It first appeared in Unity 3. Prior to Unity 5's release Umbra's occlusion culling solution was available only with paid Pro licenses.
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Umbra (3D technology company) AI simulator
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Umbra (3D technology company)
Umbra is a graphics software technology company founded 2007 in Helsinki, Finland. Umbra specializes in occlusion culling, visibility solution technology and provides middleware for video games running on Windows, Linux, iOS, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, handheld consoles, and other platforms. In 2021, Amazon acquired Umbra.
Umbra provides the occlusion culling system for the Unity game engine since the Unity 3 release.
Umbra is also available as a plug-in for Unreal Engine 3 and Unreal Engine 4.
Umbra's technology is used in many major video games such as Batman: Arkham Knight, Call of Duty: Ghosts, The Witcher 3: Wild Hunt, Destiny, Until Dawn, Killzone: Shadow Fall, Mass Effect 2, Mass Effect 3, Guild Wars 2, RaiderZ, The Secret World, Lord of the Rings Online, Planetside 2, Alan Wake, Age of Conan: Hyborian Adventures, Grandia Online, EVE Online, Free Realms, Dragon Age Origins, Dragon Age II, Deus Ex: Mankind Divided, and DOOM.
Umbra's technology has been licensed for use in video games by Rocksteady, Bungie, Guerrilla Games, CD Projekt, Microsoft Studios, Team Dakota, Neversoft, Infinity Ward, Shanda, Vicarious Visions, Specular Interactive, Remedy, Red Duck Inc., Splash Damage, Softmax and several others.
Umbra was spun off from Hybrid Graphics in 2005. Umbra acquired Hybrid Graphics' dPVS and continued its development. The next generation of this technology, named Umbra, was a hardware accelerated occlusion culling middleware. Umbra was released in September 2007. In 2009, Umbra Occlusion Booster was released, and it was optimized for multi-core systems such as Xbox 360, PlayStation 3 and PC.
In 2011 Umbra mostly concentrated on developing Umbra 3. The solution offers performance optimization by optimizing critical parts of a game such as rendering and by providing tools to help with content streaming and game logic. Umbra 3 builds an internal representation of a game scene and uses this data at runtime to perform efficient queries that can be used to e.g. determine the set of visible objects for the player or determine the set of objects that are within a given distance from a point. The difference from past versions is that Umbra 3 has a pre-process stage where it compiles the visibility data which is then used at runtime to perform visibility-related queries. A new feature in 2012 is the streaming functionality allowing building of visibility data at runtime.
In March 2010, Unity Technologies announced that the next release of Unity would feature built-in occlusion culling preprocessing powered by Umbra. It first appeared in Unity 3. Prior to Unity 5's release Umbra's occlusion culling solution was available only with paid Pro licenses.