Could This Graphics Tech Revolutionize the Way Video Games Look?

Or is the technology that powers Euclideon's "Unlimited Detail" graphics engine another contender that hopes to unseat the traditional way of modeling and rendering things in 3D (with polygons)? Whatever Euclideon's fate, it's potentially a very exciting development.

Advertisement

Euclideon's Unlimited Detail tech, which uses "tiny little atoms" to display 3D objects instead of polygons, is something we saw in action last year. The graphics tech trades hard edged triangles for point cloud data, offering more realistic 3D models and stuffing huge amounts of detail on screen.

The Brisbane, Australia based tech company says it can pack some 15 million converted polygons in every square meter of game space with its method, up to 100,000 times the detail of polygonal tech.

Advertisement

And it has new tech that can convert polygonal 3D models—and scanned-in real-world objects—into point cloud data. Euclideon CEO Bruce Robert Dell explains how it all works in the tech demo video above.

Euclideon will have an uphill battle convincing game developers to switch from the tried and true way of creating video game art assets—and we won't be surprised to see "tiny little atoms" catch on as well as previously hailed replacements for polygonal models—but it sure is fun to look at. To listen to, maybe not so much, but those rocks sure look damn rocky.


You can contact Michael McWhertor, the author of this post, at mike@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Share This Story

Get our newsletter

DISCUSSION

Haha, I sent in a tip about this more than I year ago ;)

but anyway, I read up on this topic since and I would not expect to see it used in a commercial game anytime soon for various reasons:

the main one: animation. did you see a single animated scene in the entire video? and I dont mean camera movement. that's right, you didnt because point clouds are a bitch to animate.

next problem would be storage - point cloud scenes need a freaking lot of storage. a polygon consists of three points - a point cloud has to store every point on each surface.

and last but not least - graphics cards are tailored to pushing polygons, not point clouds - and nowadays they are able to do so at a level of detail that makes using point clouds obsolete.

so, yeah.