Getting It Just Right – Benchmarking On HoloLens

“Ahhh, this porridge is just right,” – Goldilocks Finding the exact balance in any recipe is work that requires a fine taste and a lot of hours invested in the kitchen. A bit too much of anything is almost as bad as being a wee short. Never too much baking, but neither too little. The perfect equilibrium is … Continued

Visualization of large point clouds

To get more understanding about the concept of point clouds, we did a simple prototype for visualizing massive point clouds here at Umbra. Point cloud simply means a set of 3D points, which are typically gathered by scanning real world with an airplane or rotating scanning station. Point clouds are largely used in non-gaming industry … Continued

Developing VR technology for mobile devices – how did we do it

Virtual and augmented reality is coming big time. New generation of VR headsets are already providing totally new and immersive ways to experience 3D like never before — now would be a good time to jump aboard the train for new tomorrow! Umbra has been working on a new technology for providing automatic solution for … Continued

Umbra Hackathon Q1 / 2016

A couple of weeks back, we had the first-of-its-kind Umbra Hackathon. We used to have something we called Hack Fridays – monthly hacking events where everybody (including The Dark Side, i.e. non-programmers) get to hack on whatever they find interesting. But the general sentiment was that a single day for hacking simply isn’t enough, so … Continued

Work and life balance – how do we do it?

Free time, money, work fulfillment. Choose two. This is the choice that working life presents, according to some people I’ve met. Different domains have a different emphasis; some may pay really well but crush your soul via tedium or crappy tools, while other jobs may slowly crush your soul by demanding really long work hours. Especially … Continued

Who would still write a native desktop application?

Except maybe a web browser to access the web, where any real application development is. There’s now even an online version of Visual Studio, of all things. Well guess what, we did. We ended up doing just that and in C++ no less. How did we mess up this bad? Umbra SDK comes with a … Continued

Finer control over multi-threaded visibility queries

A while ago, I wrote about splitting Umbra’s visibility query into multiple jobs. Specifying the number of jobs is typically perfectly sufficient, but there are cases where this yields suboptimal load balancing. So it’s good to understand what Umbra does internally and how you can tweak the behavior. So how does Umbra actually allocate work between … Continued

From occlusion culling to LOD – see the new Umbra tech in action

Umbra is currently known for its industry leading automatic occlusion culling solution. Many triple A studios use it and it’s integrated in the Unity Engine. If you use occlusion culling in Unity, you are already using our product! For more detailed information about occlusion culling in Unity, please check out Jasin’s great write-up here. The problem … Continued