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Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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Page 1: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 2: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

Jan Beneš Remedy, Audio Programmer

Thomas Puha Umbra, Man of all hours

Using Umbra Spatial Data forVisibility and Audio Propagation

in Quantum Break

Page 3: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

NEW STUFFUmbra Cloud and the Umbra DebuggerImproved usability and accessibility

Page 4: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

UMBRA VIDEODebugger, what is occlusion culling, Umbra Cloud

Page 5: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

Debugger

Video of what Umbra does

Explain what occlusion culling, Umbra

debugger and Umbra Cloud during video

Page 6: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

EXAMPLESUmbra data is useful for many things

Page 7: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 8: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 9: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 10: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 11: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

JAN BENEŠRemedy & Quantum Break

Page 12: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break
Page 13: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 14: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 15: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 16: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

UMBRA IN QUANTUM BREAK

• Occlusion culling• Main camera• Directional lights (shadow culling)

• Audio• Environments & reverb• Audio occlusion • Audio propagation

Page 17: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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)

Page 18: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 19: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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)

Page 20: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 21: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 22: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

[VIDEO]Sound enviroments

Page 23: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

SOUND OBSTRUCTION – RAYCASTS

• Raycasts between sound sources & camera• Umbra raycasts are fast (operating on voxelized

geometry)• Multiple (3x3) raycasts to distinguish

occlusion/obstruction

Page 24: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 25: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 26: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 27: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

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

Page 28: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

[VIDEO]Sound Occlusion & Propagation

Page 29: Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum Break

THANKS FOR LISTENING!

QUESTIONS?Umbra3d.com

Remedygames.comTwitter: @umbra3d / @remedygames

Umbra booth at Expo hall #824