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December 17, 2013

Oculus + unlimited detail (Euclideon)

I'm not a developer, just a gaming and VR enthusiast. I was wondering if anyone thought of or is working on using Euclideon's Unlimited Detail technology to make an absolutely EPIC VR experience yet? If you haven't heard of Euclideon, here is their official site, it is truly incredible, and it's potential could be more fully appreciated and realized with the Oculus.

http://www.euclideon.com/

Euclideon's unlimited detail technology does exactly that. It allows the use of unlimited point cloud data in place of polygons for rendering graphical software. Sounds impossible, but they claim it works due to a google-like search algorithm that is able to find and send to your systems ram, only one point of cloud data for every pixel of your monitor. In this way the processor requirements to render any scene no matter how graphically detailed, stays exactly the same, and manageable. Whats more, the requirements are so low, even a basic laptop can produce graphics 100,000 times more detailed than even the most advanced polygon-based game on the market today. It seems to me, that due to this fact, it should help the oculus meet it's demanding latency requirements far better than polygon-based graphics, AND it will look about 100,000 times cooler... but dont take my word for it, do your own research on this.

Euclideon has received a lot of flak and harassment from the tech community doubting their claims, but as you can see from their site, they have their act together, and make a very convincing case.

someone with the skills, MAKE IT HAPPEN please!!! Oculus + Euclideon = EPIC WIN and the future of simulation technology.

    86 replies

    Up and Coming
    January 11, 2014
    "Sheshbazzar" wrote:
    It works not unlike this: **********
    A novelty is the existence proof of the superfluity of rays, /, * or floats in regard to rendering. UD or Atomontage & all mystery mongers alike are going, eventually, to be floored by the above modest beginnings.

    VR/AR is evil, will make kids even more exposed to all species of filth, allow NATO soldiers to free flickies out of wicked jihadist robots (violence-free slaughter courtesy of AR) and, as you all know (wish?), mainly used for base purposes.

    Everyone gets what they deserve.

    WARNING: Before clicking that link, beware that although the linked content claims to be a 3D engine, the contents are overtly religious and patently offensive (including the source code). Many unsupported (and unprovable) claims are made, besides using terms like "faggot" and "infidel" with bible verses scattered around in the included "documentation" (and/or diatribes). Also, I would think twice (or more) before running any of the included executable files.

    That said, if you can get past the apparent lunacynon-conformity, the code really does look interesting...
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Inspiring
    January 13, 2014
    Religious debate is not allowed on the forum, and that download looks shady so I removed the link.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Participant
    January 13, 2014
    The binaries are safe (except for your eyes, that is).
    Participant
    January 13, 2014
    http://www.directionsmag.com/pressreleases/meixner-imaging-releases-unlimitedortho-1.1/373558

    It is obviously real. But what can you do when they aren't releasing it to game studios...... :roll:
    http://vrdisplay.blogspot.de/
    Up and Coming
    January 15, 2014
    "cerebral" wrote:
    http://www.directionsmag.com/pressreleases/meixner-imaging-releases-unlimitedortho-1.1/373558

    It is obviously real. But what can you do when they aren't releasing it to game studios...... :roll:


    You can console yourself with the knowledge that it would be no use for games anyway.

    What's the better explanation here:

    1. Their software and its limitations have been evaluated by senior coding staff at companies like Crytek, Epic and DICE, and is not considered suitable or practical for gaming purposes. Consequently what was initially billed as gaming technology and pushed at gaming companies has found itself a more appropriate niche in large scale static geographical visualisation, a niche in which it massively outperforms existing solutions and is likely to do very well.

    OR

    2. Euclideon don't like money.
    Participant
    January 15, 2014
    No.
    UD is used, right now, by DICE & Crytek. It is perfectly viable technology, nay it is the most pure approach to rendering. What happens is, from the beginning NVIDIA & such interested parties have paid trolls who discredit UD. Of course the masses' stupidity, their worshiping GPU gods like Carmack was big help.
    Nonetheless it is fatal, UD is the serial, integer, free from / or * algorithm that shall kill the parallel, floating point, / & * zombie GPU. We are way past the '70s when memory was more prohibitive than computation.
    Up and Coming
    January 15, 2014
    Fanatical much?
    Brevis / DevBlog Twitter
    Up and Coming
    January 16, 2014
    "Sheshbazzar" wrote:
    No.
    UD is used, right now, by DICE & Crytek.


    No it isn't. Dice and Crytek looked at and talked about the technology, but they are not using it.

    Nonetheless it is fatal, UD is the serial, integer, free from / or * algorithm that shall kill the parallel, floating point, / & * zombie GPU.


    When you come up with a way to skin, animate, deform and perform real-time lighting without using / or *, then we can talk.
    Participant
    January 16, 2014
    D. J. Meagher does animation from of old: http://octree.com/4D/
    Dell did animation.
    Euclideon does animation.
    Participant
    January 16, 2014
    Note that "mass connected processing" allows you to share partial computations.
    Suppose you have ys that you want to * by x. Put the ys in a bintree (according to their dyadic sequences). Then what you have at each subtree (sum of shifts) is a partial "x *" for the ys in that subtree. NVIDIA knows this full well: they have H. Samet. But for filthy lucre's sake they keep not sharing computations but push ugly parallelism, *, / & floats.

    You don't need /, * or floats for rendering. In fact you are a weakling if you can't live without these & should perhaps be doing something else. (Not you Peeling, but as a generality).