Umbra SceneStream generates a hierarchical and spatial reconstruction of a given input 3D dataset. The generated output is a set of spatially divided 3D meshes stored in a hierarchical Level of Detail (LOD) tree structure.
Guaranteed rendering performance without perceptible loss of quality
Real-time rendering of arbitrarily complex 3D at its native resolution on a wide range of target platforms
Efficient delivery as the output data format is tailored for streaming
Fast load-up times as assets don’t need to be fully loaded to start rendering
Fire-and-forget workflow for the optimization
Fast turn-around times from asset creation to rendering using distributed infrastructure
Optimizing, hosting, and delivering complex 3D scenes can be an immensely resource-heavy operation. To tackle that, we developed Umbra SceneStream's processing pipeline with a distributed infrastructure. It allows perfectly parallel operations and produces an output ideal for high real-time rendering performance.
Each volume in the generated structure is a computation job for a single CPU core, resulting in any number of optimization jobs to be processed in parallel.
Any end client can access the 3D content on-demand, resulting in no need to unload full datasets to each end client. Delivery is possible from a local drive or over the network depending on requirements.
Applications can fetch only the data that is needed per a given camera viewport instead of loading the full scene before application startup.
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