You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break (Presented by Umbra Software)
Speaker(s) Jan Benes, Thomas Puha
Company Name(s) Remedy Entertainment, Umbra Software
Track / Format Programming
Overview Umbra's automatically created spatial database can be used to not only perform occlusion culling but also to solve other problems such as 3D path finding, shadow caster culling and audio propagation. In this talk, Remedy's engineers will expand on how the Umbra middleware is used in the upcoming Xbox One exclusive Quantum Break from Remedy Entertainment. Quantum Break presents a major challenge for a visibility system with dynamic content that runs the gamut from indoors to large dynamically changing outdoor environments. Remedy also utilizes Umbra for shadow rendering optimization and makes use of the Umbra spatial database for audio occlusion. The talk will contain several real-world examples of how Umbra is used in Remedy's engine, performance, toolchain integration and pros and cons of using an out-of-house solution. Umbra is a visibility middleware used in games such as Destiny, Call of Duty: Advanced Warfare, The Witcher 3: Wild Hunt and Rime.

GDC 2015

Jan Benes

Remedy Entertainment

Thomas Puha

Umbra Software

free content

Programming

Programming


UBM Tech