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Jan Beneš Remedy, Audio Programmer
Thomas Puha Umbra, Man of all hours
Using Umbra Spatial Data for
Visibility and Audio P...
NEW STUFF
Umbra Cloud and the Umbra Debugger
Improved usability and accessibility
UMBRA VIDEO
Debugger, what is occlusion culling, Umbra Cloud
Debugger
Video of what Umbra does
Explain what occlusion culling,
Umbra debugger and Umbra Cloud
during video
EXAMPLES
Umbra data is useful for many things
JAN BENEŠ
Remedy & Quantum Break
REMEDY HISTORY
1996 Death Rally
1997 Final Reality
(Futuremark)
2001 Max Payne 1
2003 Max Payne 2
2008 Max Payne Movie
201...
NORTHLIGHT
• In-house
• Based on AW tech
• Open world
• Streaming – 2D grid of ’cells’
• Relies on key middleware
• Xbox O...
QUANTUM BREAK
REQUIREMENTS
• Varying environments
(indoors, urban environment, outdoors…)
• Tens of thousands meshes per
l...
UMBRA IN QUANTUM
BREAK• Occlusion culling
• Main camera
• Directional lights (shadow culling)
• Audio
• Environments & rev...
WHY UMBRA?
• Long history with Umbra
• Good experience using ’previous-gen’ Umbra in
AW
• New features
• Scene hierarchy/v...
OCCLUSION CULLING
• Main camera and directional light
shadows
• Asynchronous queries
• Bi-directional visibility
• Collabo...
STATISTICS
(GAMESCOM DEMO LEVEL)
• Clean export times (Core-i7, 8 HW threads)
• ~ 14 min (3 different permutations)
• Iter...
QUANTUM BREAK AUDIO
TECH• Two different soundscapes
• Wwise, RTPCs
• Runtime effects (lot of convolution
reverb)
• Custom ...
SOUND ENVIRONMENTS
• Sphere or box areas with effects (reverb), switching weapon
assets
• Quick way to query for local env...
[VIDEO]
Sound enviroments
SOUND OBSTRUCTION –
RAYCASTS• Raycasts between sound sources & camera
• Umbra raycasts are fast (operating on voxelized
ge...
SOUND OBSTRUCTION –
STATISTICS• ~ 2 ms budget for all 3D audio computations
• Only single raycasts for distant objects
• U...
UMBRA GATES
• Objects with controlled occlusion behavior
(on/off)
• Specific usecase - audio occluders
• Marking windows a...
SOUND PROPAGATION
• Propagating obstructed sound through
doors and portals (gates!)
• Affects positioning (sound coming fr...
SOUND PROPAGATION –
RUNTIME• Find environments of the sound
and camera (query cluster)
• Environments know the gates
conne...
[VIDEO]
Sound Occlusion & Propagation
THANKS FOR LISTENING!
QUESTIONS?
Umbra3d.com
Remedygames.com
Twitter: @umbra3d / @remedygames
Umbra booth at Expo hall #824
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
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Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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By Thomas Puha and Jan Benes.

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.

Veröffentlicht in: Software
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Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

  1. 1. Jan Beneš Remedy, Audio Programmer Thomas Puha Umbra, Man of all hours Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
  2. 2. NEW STUFF Umbra Cloud and the Umbra Debugger Improved usability and accessibility
  3. 3. UMBRA VIDEO Debugger, what is occlusion culling, Umbra Cloud
  4. 4. Debugger Video of what Umbra does Explain what occlusion culling, Umbra debugger and Umbra Cloud during video
  5. 5. EXAMPLES Umbra data is useful for many things
  6. 6. JAN BENEŠ Remedy & Quantum Break
  7. 7. REMEDY HISTORY 1996 Death Rally 1997 Final Reality (Futuremark) 2001 Max Payne 1 2003 Max Payne 2 2008 Max Payne Movie 2010 Alan Wake 2011 Death Rally Mobile 2012 Alan Wake’s American Nightmare 2014 Agents of Storm 2015 Quantum Break
  8. 8. NORTHLIGHT • In-house • Based on AW tech • Open world • Streaming – 2D grid of ’cells’ • Relies on key middleware • Xbox One, C++ & D • Renderer • DX11, multithreaded, deferred lighting
  9. 9. QUANTUM BREAK REQUIREMENTS • Varying environments (indoors, urban environment, outdoors…) • Tens of thousands meshes per level • Dynamic elements • Level permutations • Fast & automatic incremental builds • Xbox One
  10. 10. UMBRA IN QUANTUM BREAK• Occlusion culling • Main camera • Directional lights (shadow culling) • Audio • Environments & reverb • Audio occlusion • Audio propagation
  11. 11. WHY UMBRA? • Long history with Umbra • Good experience using ’previous-gen’ Umbra in AW • New features • Scene hierarchy/voxelization • Raycasts • Bi-dir visibility • Supports streaming (TomeCollection in Umbra 3)
  12. 12. OCCLUSION CULLING • Main camera and directional light shadows • Asynchronous queries • Bi-directional visibility • Collaborated on a new culling feature with Umbra • Store local depth cube maps for each object • ~ 10% increase in the number of occluded objects
  13. 13. STATISTICS (GAMESCOM DEMO LEVEL) • Clean export times (Core-i7, 8 HW threads) • ~ 14 min (3 different permutations) • Iteration times < 1 min • Runtime stats • Data size: around 20 MB • Camera visibility queries 1-2 ms (on a worker thread)
  14. 14. QUANTUM BREAK AUDIO TECH• Two different soundscapes • Wwise, RTPCs • Runtime effects (lot of convolution reverb) • Custom Wwise plugins (university collab) • Grain Synth • Geometric distortion in frozen scenes (signal analysis plugin) • Sound occlusion & propagation
  15. 15. SOUND ENVIRONMENTS • Sphere or box areas with effects (reverb), switching weapon assets • Quick way to query for local environments in game (clusters) • Smooth transitions, overlaps & blending • Raycasts to prevent the effects from bleeding through walls
  16. 16. [VIDEO] Sound enviroments
  17. 17. SOUND OBSTRUCTION – RAYCASTS• Raycasts between sound sources & camera • Umbra raycasts are fast (operating on voxelized geometry) • Multiple (3x3) raycasts to distinguish occlusion/obstruction
  18. 18. SOUND OBSTRUCTION – STATISTICS• ~ 2 ms budget for all 3D audio computations • Only single raycasts for distant objects • Usual raycast count (after): 100-200 per frame • Updating only a part of the active objects every frame
  19. 19. UMBRA GATES • Objects with controlled occlusion behavior (on/off) • Specific usecase - audio occluders • Marking windows and glass walls that should obstruct only audio • Generic dynamic gates • Same system & data used for camera culling & audio obstruction • Opening doors also opens an Umbra gate
  20. 20. SOUND PROPAGATION • Propagating obstructed sound through doors and portals (gates!) • Affects positioning (sound coming from the door) • Effects – more reverb, filtering, lower volume • Setup in editor – gate with environments on each side
  21. 21. SOUND PROPAGATION – RUNTIME• Find environments of the sound and camera (query cluster) • Environments know the gates connecting them (cached as a graph) • Gates determine virtual positions of the sounds • Keep distance to preserve attenuation Camera Source Virtual source Gate
  22. 22. [VIDEO] Sound Occlusion & Propagation
  23. 23. THANKS FOR LISTENING! QUESTIONS? Umbra3d.com Remedygames.com Twitter: @umbra3d / @remedygames Umbra booth at Expo hall #824

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