Umbra blog

Recent posts

April 20, 2020

SceneStream Unity SDK - Advanced features

Antti Ylimutka
Not long ago, we wrote about how you can use Umbra SceneStream to render large and complex 3D models in Unity. This time around we thought it would be a nice tidbit to showcase some of the lesser known features that our Unity SDK supports.
April 9, 2020

Knee-Deep in the Dead again - DOOM IS HERE

Jarno Muurimäki
With the recent release of DOOM Eternal, we dug into our blog archives to resurrect this absolute gem posted in May 2016 from our very own, the one and only, resident ass-hat, DPO, Murkku - the Cloud Anarchist who spends the next 10 minutes remininiscing how the spawns of Hell will once again get their ass kicked.
April 1, 2020

Rendering Large 3D Scenes in Unity

Antti Ylimutka
One of the biggest issues our customers and partners encounter is the sheer amount of time it takes to import large 3D models into game engines - let alone optimizing them for smooth runtime performance. Umbra SceneStream is designed to solve this particular case.
March 25, 2020

SceneStream 1.7.15 - Release notes

Antti Ylimutka
It’s been a while since we’ve updated you all what we’ve been up to. But up we have been despite the adversities our planet and society is facing. Hope you are all safe and sound!
May 31, 2019

Umbra Mesh Compression - Overview

Vinh Truong
In the pursuit of efficient 3D content streaming, data compression is essential. To understand where and how Umbra uses compression, I am going to briefly explain our processing pipeline.
May 24, 2019

1.6.14 Release Notes

Antti Ylimutka
Meshes to us are like paintings to an artist: never good enough and always with room for improvement. And improve them is exactly what we’ve done with this latest release. Hot off the software printing press, here’s a list of latest feature additions to Umbra’s platform.
May 17, 2019

1.6.13. Release Notes

Antti Ylimutka
It’s been a while since we’ve shared what we’ve been up to… but the good thing is that we’ve been up to a lot! Below you can find a collection of updates we’ve pushed live during the last weeks.
February 28, 2019

Fixing laser scans with Deep Learning

Pekka Väänänen
Laser scanning produces exceptionally detailed 3D point clouds of real-world locations, but there are often lots of missing areas that the scanner didn't see. Is it possible to bring them back somehow?
November 6, 2018

How Does SceneSteam Triangulate 3D Geometry?

Niilo Jaba
In computer graphics, there are multiple different ways to represent 3D geometry. Basically, these can be broken down to three different groups: volumetric representations with a set of polyhedrons, surface representations with a set of polygons and point clouds with a set of points.
May 8, 2018

Large Point Clouds: San Simeon

Jasin Bushnaief
A while ago, I wrote about a scalable pipeline for processing point clouds. While the text gave an overview of what such a pipeline might look like, it was quite abstract. This time, instead of hand-waving on a very high level, I’m going to present some actual results.