Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Transcript of Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
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Jan Beneš Remedy, Audio Programmer
Thomas Puha Umbra, Man of all hours
Using Umbra Spatial Data forVisibility and Audio Propagation
in Quantum Break
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NEW STUFFUmbra Cloud and the Umbra DebuggerImproved usability and accessibility
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UMBRA VIDEODebugger, what is occlusion culling, Umbra Cloud
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Debugger
Video of what Umbra does
Explain what occlusion culling, Umbra
debugger and Umbra Cloud during video
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EXAMPLESUmbra data is useful for many things
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JAN BENEŠRemedy & Quantum Break
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REMEDY HISTORY1996 Death Rally
1997 Final Reality
(Futuremark)
2001 Max Payne 1
2003 Max Payne 2
2008 Max Payne Movie
2010 Alan Wake
2011 Death Rally Mobile
2012 Alan Wake’s American
Nightmare
2014 Agents of Storm
2015 Quantum Break
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NORTHLIGHT• In-house• Based on AW tech • Open world• Streaming – 2D grid of ’cells’• Relies on key middleware• Xbox One, C++ & D • Renderer• DX11, multithreaded, deferred
lighting
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QUANTUM BREAK REQUIREMENTS
• Varying environments(indoors, urban environment, outdoors…)
• Tens of thousands meshes per level
• Dynamic elements• Level permutations• Fast & automatic
incremental builds• Xbox One
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UMBRA IN QUANTUM BREAK
• Occlusion culling• Main camera• Directional lights (shadow culling)
• Audio• Environments & reverb• Audio occlusion • Audio propagation
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WHY UMBRA?• Long history with Umbra• Good experience using ’previous-gen’
Umbra in AW• New features• Scene hierarchy/voxelization• Raycasts• Bi-dir visibility
• Supports streaming (TomeCollection in Umbra 3)
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OCCLUSION CULLING• Main camera and directional light
shadows• Asynchronous queries• Bi-directional visibility• Collaborated on a new culling
feature with Umbra• Store local depth cube maps for each
object• ~ 10% increase in the number of
occluded objects
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STATISTICS (GAMESCOM DEMO LEVEL)
• Clean export times (Core-i7, 8 HW threads)• ~ 14 min (3 different permutations)
• Iteration times < 1 min • Runtime stats• Data size: around 20 MB • Camera visibility queries 1-2 ms (on a
worker thread)
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QUANTUM BREAK AUDIO TECH
• Two different soundscapes• Wwise, RTPCs• Runtime effects (lot of convolution
reverb)• Custom Wwise plugins (university
collab)• Grain Synth• Geometric distortion in frozen scenes (signal
analysis plugin)
• Sound occlusion & propagation
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SOUND ENVIRONMENTS
• Sphere or box areas with effects (reverb), switching weapon assets
• Quick way to query for local environments in game (clusters)
• Smooth transitions, overlaps & blending• Raycasts to prevent the effects from bleeding through
walls
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[VIDEO]Sound enviroments
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SOUND OBSTRUCTION – RAYCASTS
• Raycasts between sound sources & camera• Umbra raycasts are fast (operating on voxelized
geometry)• Multiple (3x3) raycasts to distinguish
occlusion/obstruction
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SOUND OBSTRUCTION – STATISTICS• ~ 2 ms budget for all 3D audio
computations• Only single raycasts for distant objects• Usual raycast count (after): 100-200 per
frame• Updating only a part of the active objects
every frame
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UMBRA GATES• Objects with controlled occlusion behavior
(on/off)
• Specific usecase - audio occluders• Marking windows and glass walls that should obstruct
only audio
• Generic dynamic gates• Same system & data used for camera culling & audio
obstruction• Opening doors also opens an Umbra gate
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SOUND PROPAGATION
• Propagating obstructed sound through doors and portals (gates!)
• Affects positioning (sound coming from the door)
• Effects – more reverb, filtering, lower volume
• Setup in editor – gate with environments on each side
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SOUND PROPAGATION – RUNTIME
• Find environments of the sound and camera (query cluster)• Environments know the gates
connecting them (cached as a graph)
• Gates determine virtual positions of the sounds• Keep distance to preserve
attenuation
Camera
Source Virtual source
Gate
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[VIDEO]Sound Occlusion & Propagation
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THANKS FOR LISTENING!
QUESTIONS?Umbra3d.com
Remedygames.comTwitter: @umbra3d / @remedygames
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