Umbra blog - scenestream

Recent posts

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.
November 6, 2018

How Does Umbra 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.