Next Gen Visuals Will Be Made Of "Tiny Atoms"

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Next Gen Visuals Will Be Made Of "Tiny Atoms"

Come bare witness to Euclideon’s “Unlimited Detail” graphics engine. Euclideon, a small and reclusive tech company from Australia, is making some bold claims about the future of gaming. They say that polygons will soon go the way of pixels and vectors. Using a cloud of tiny atoms, games in the near future will gain an nearly infinite level of detail. This technology has existed for a while but was very limited, used mostly in medicine and the movie industry. The average home computer wouldn’t stand a chance trying to run a full game using this method, until now, or so says Euclideon’s president Bruce Robert Dell. In this very convincing video he claims his company can generate the equivalent of an infinite number of polygons. They also demonstrate that real world objects can be scanned and inserted into the game world.

Time will tell whether Euclideon’s “Unlimited Detail” graphics engine will become the standard of the gaming industry. They certainly have an uphill battle ahead of them trying to convince companies who already pump money into next-gen polygons to jump off

the rails and try something new. If Euclideon’s claims are true and this method can be applied in a practical manner and provide up to 100,000 times the detail of polygonal tech, then I cant wait to see more.


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  • Matt
    August 3, 2011

    If this turns out to be fake or over stated, I just may actually cry.


    • Casey Huard
      August 3, 2011

      Seriously! Don’t play with my emotions. This tech looks AWESOME!

  • Zeke
    August 3, 2011

    this looks way too real to be fake. This is going to be utterly amazing.

    • Casey Huard
      August 3, 2011

      The only deal now is if they can get the industry to ditch what they are working with and join on here. I feel a BETA vs VHS or BLU-RAY vs HD DVD again…

  • Syd
    August 3, 2011

    Do want! This better be real

  • Austin
    August 3, 2011
    #6 Notch has a pretty good argument and it makes a lot of sense.

    • Casey Huard
      August 3, 2011

      The math on this makes my brain hurt! =P

  • bob
    August 3, 2011

    It’s fake. Google them. Their website no longer exists.

  • Paraptorkeet
    August 3, 2011

    I feel I’ve made it clear that I take what Bruce Robert Dell and Euclideon are claiming with a grain of salt. No where in this video do they even hint at how they are able to produce these results when no one else can. They also fail to address how they could animate these clouds of data or make them interactive. Still I can’t rule them out entirely breakthroughs can and have come from unlikely sources.

  • yojoeshmoe
    August 3, 2011

    This is fake, Notch, the guy who made Minecraft said it is fake

    • Asfasdfasasf
      August 6, 2011

      Umm, Notch isn’t all powerful you know. It could be real. Don’t believe everything he says.

  • Emerson Gaudin
    August 4, 2011

    Well I, for one, think it’s a good article and looks amazing, even if it may be fake! Someone with such a creative mind should be thanked somewhere.

  • Kelly Marshall
    August 4, 2011

    LMAO! Just because the guy who made Minecraft says it is a fake it must be? I’m sorry, no offense but that made me laugh.

    • RobertManzano
      August 16, 2011

      I think Notch’s comments summarized what many people were already thinking, -that- is why his post is referenced so much.

  • Kaggles
    August 4, 2011

    if you actually look at notches blog he does have points to back up the issues he has with it, its quite an interesting read and i recommend it.

  • Irish Bob
    August 6, 2011

    Well I can’t say anything for or against the graphics argument, but as for real world to data scanning:

  • Andar Broment
    August 6, 2011

    This may not be a scam, as Sparse Voxel octree tech exists, and what they have done would definately increase the quality of games in conjunction with modern polygon based tech in the future (for instance this is what John Carmack is working on for idtech6 in a few years), but the marketing behind this utterly REEKS of snake oil tactics. I said as much about this a year ago the last time they popped up.

  • Finie
    August 6, 2011

    Another good argument can be found here:

  • Guest
    August 7, 2011

    Notch never said it’s fake, he said it’s a scam. He gave many reasons on why this is faulty and why it couldn’t work for large games. If anyone attacking him(we’ll note his company makes between 200-300 thousand dollars per day so he has to be coming from somewhere) read the post, you’d maybe understand.

  • Dan
    August 7, 2011

    Jesus Christ, this is way over stated, whether Notch said it or not. You people just suck everything up, the tech for this kind of stuff in the magnitude he explained it is way off. You’re computer can’t possibly make all those calculations. Right off the bat the guy says “they’ve found a way to give computer graphics unlimited power.” and you’re really going to just watch this thing and believe what this guy says?

    • A Graphics Programmer
      August 19, 2011

      You don’t seem to know what you’re talking about; sparse voxel-tree rendering engines can actually do this and it is no magic at all (read some SIGGRAPH papers, if you will; others have shown similar feats before). However, it’s still not “unlimited”, but it’s very fast for static scenes. And that is exactly where the problem lies: static scenes with lots of duplicated (instanced) objects can really be rendered as shown in this video (at that speed), but once you try to use many unique objects and/or animation, then this technology runs into trouble. And that is exactly what one needs in games. And they don’t mention that at all in the video, which is quite misleading. Nevertheless, what is shown in the video (fast voxel-based rendering of static scenes with lots of duplicate objects) really is possible at that speed, even on a CPU instead of a GPU, regardless of what you think. The “unlimited” probably refers to the fact that this technology is not bottlenecked by the number of pixels and that it scales logarithmically (i.e., very favorably) with respect to the number of voxels (if stored using an efficient datastructure).

  • Michael Floresca
    August 8, 2011

    Whose this Notch guy?

    • Michael
      August 15, 2011


  • Joe Fritts
    August 9, 2011

    Check out my follow up article, where I address Notches comments

  • Jack
    August 14, 2011

    I cant tell whether this is a joke or not.His voice and some of the stuff he says, tells me its fake.The fact that everyone else is taking it seriously tells me its real.

  • The Future of Gaming -
    August 17, 2011

    […] very realistic detail. Something like a real life gamer world more so than what we have today Next Gen Visuals Will Be Made Of "Tiny Atoms" | Console Link | Gaming News, Reviews, Previ… Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD] – […]

  • A Graphics Programmer
    August 19, 2011

    Guys, please, just shut up about Notch, okay? It’s not as if he invented voxel graphics. Even worse, he doesn’t even use a real voxel rendering engine (e.g., something raycasting-based), he simply uses polygonal blocks to represent what one might (wrongly) call voxels.If anything, it’s just a polygonal, rasterization-based rendering engine that uses discrete elements that are (probably) stored using voxel-like datastructures. It’s a nice concept, it may very well be a nice game, and I wish him all the best with respect to his endeavors, but stop dragging him into every discussion about voxel rendering when his technology is clearly not a voxel-rendering technology in the traditional sense, but a straightforward polygonal rasterization engine.

    Do yourselves a favor and read up on “real” voxel rendering (dig up some SIGGRAPH papers, if you will), read about the relevant datastructures (e.g., sparse voxel trees), and read about the drawbacks and benefits before venturing into a discussion.

    In short, the technology is great at depicting static scenes with lots of duplicate (instanced) objects (as you can see in the video) and a scene can be rendered very efficiently if done correctly, but the biggest problem is the introduction of large numbers of different, i.e., unique, objects (which all need their own storage space, which, in case of voxel-based objects, can be quite demanding) as well as the introduction of dynamics (animation, changing objects, etc.), since this necessitates the (partial) rebuilding of the (sparse) voxel-tree datastructures in real-time as well as the reevaluation of dependent visual aspects such as shadows and lighting (since normal vectors have to be reevaluated if surface topology changes).

  • Alex Barry
    September 1, 2011

    It’s a voxel engine – those have been around for years

  • Oscarrahrah
    September 13, 2011

    old tec

    not that useful and also repeted images

  • Taro
    September 26, 2011

    You go girls! ^_^