Umbra's backend enables easy optimization and delivery of high-resolution, high-performance 3D models to web browsers and native apps. Content developers can forget the polygon, resolution and memory limitations and simply upload all 3D content in full resolution. As a result, 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.
We spent a long while implementing a more efficient way of compressing Umbra’s generated mesh data based on the famous Edgebreaker-algorithm by Jarek Rossignac. This leads to some very nice gains in mesh compression ratios, decreasing the amount of data that’s streamed from our cloud to end devices. A series of more technical blog posts will be released about this in the weeks to follow with in-depth technical details.
Newly umbrafied models will automatically benefit from this feature. Users will need to update their applications to view models umbrafied with version 1.6.14 or later.
We've had an unfortunate feature (a by-product of intended behavior, let’s call it) in the product where if a roughly voxel-sized space between two surfaces exists, loads of excess triangles could be generated. Now Umbra tries to fit a given voxel-sized spherical camera into such spaces to decide whether it should be sewn shut, thus avoiding the aforementioned case altogether.
In case you didn’t know, Umbra’s mesh regeneration re-samples all textures and packs them into large atlases, which could introduce rather visible discontinuities on coarser levels of detail. We've now fixed the problem by mixing the colors across the discontinuity to both sides so that texture filtering produces smooth results.
It’s finally here, one of the more coveted features by developers building applications in Unity. We’ve included support for deploying apps on Android-based devices. Oculus Go? Check. Android + ARCore? Check. Now it’s your turn to start building experiences with Umbra.
Improve Normal-Map Quality:
When BC5 texture format is not supported, Umbra’s runtime now transcodes BC5 to half-floats instead of 8 bits per channel. This greatly reduces artifacts in specular highlights.