Euclideon is a cutting-edge, advanced technology company based in Brisbane, Australia, best known for its Unlimited Detail (UD) 3D visualisation technology. The revolutionary nature of UD - that is, a complete rethinking of what was considered possible - is a fundamental philosophy of the company.
Euclideon is a new suite of geospatial point cloud rendering software that can visualise HUGE 3D datasets of entire cities.
By continually developing technologies that redefine the status quo, Euclideon has proudly positioned itself as a pioneer in the field of 3D visualisation - setting new industry benchmarks, and enabling customers to use data in completely new and exciting ways.
Euclideon’s unparalleled, ground-breaking technology has opened a whole world of new opportunities, inspiring its customers to create new products, new levels of efficiency, new insights into data, new ways of presenting ideas, and countless other future possibilities, not yet able to be imagined.
Мечта бесконечных вокселей и точек в пространстве, вырисовывали реалистичные обьекты в играх, на протяжении 30 кадров в секунду, с максимальной физической разрушаемостью. И это все загублено закрытостью, ради индивидуальных компаний, по фотореалистичным экскурионным макетам.😂
Yep, I've read from one of their ex-employees (I believe him) that the boss basically didn't want to co-operate with other companies like Nvidia, but wanted to make everything themselves. As a result, other companies eventually overtook them and the boss probably realized that making this 100% reliable and widely-applicable, isn't as easy as he thought.
They never had any great potential. It was just Bruce lying through his teeth to get funding. That's my guess anyway. But all they have is a voxel renderer. If they had anything more we would have seen it.
Now that Unreal Engine 5 has basically beat you guys to the punch, what are you going to do now? The sole key bargain chip you guys had for your tech shining like platinum was "infinite polys" now Epic Games invented Nanite - the infinite poly middleware tech for UE5. Much as I hate Evil Epic for what they've done now, they do at least know how to make a powerful engine and actually release it on time, not stall us on void promises, even if greed is their primary motivator. I think it is time to retire this façade. Come clean and tell the truth.
@@bobtruck1594 I don't even hate Euclideon. I just no longer trust them. I do hate Epic Games however and with very good reason, dealing with their negligent and now scam-supportive BS in the game dev freelance scene for 15 bloody years. Despite this, we cannot deny that Evil Epic has made a new engine that has seemingly achieved what Euclideon has claimed they have already achieved (and have yet to prove it live and solid, with at least a runtime demo).
@@hernan3854 Proof? Did you even try Nanite, let alone UE5 mate? Speaking of which, where is the runtime demo from Euclideon proving that engine can do the same or better?
@@OnyeNacho yes Euclideon did an hologram,, did unreal 5? unlimited points... POINTS not polygons,,,and they render using laser in real time, ue5 can render in real time 300.000 points of a single rock or a teapot? the need for that is huge huge ram and processors.. like 2 to 4 tb of ram and 10.000 processors... ue5 use that level of power? how many polygons have the best render or game? can they make a guy with 20 millons polygons or nanites and render them in real time? euclideon can ue5 nope
Absolutely amazing technology! I always knew it was real, a clever 3D search algorithm with O(1) time complexity! I still havent figured out how that is possible... The online demo is nice, but It takes a while to load enough points for it to look good, Is there any way I can download an ofline model?
I got to be honest. When I first heard of unlimited detail I was excited. But the more Ive seen produced everything has felt cheap and unprofessional. It's like an inventor with a great idea but no entrepreneurial skills who refuses to join experts in the field in order to control a rough diamond without being able to polish it to its full glory.
That was simply awful. I get that u guys backed off the gaming industry ... but this is honestly a bit saddening. The tech has potential, just not for animations.
This stuff was certainly neat back you guys first started dropping these videos, but I gotta ask; is this tech really any better than existing photogrammetry techniques?
Yes because you can scan your environment and manipulate from there or scan your own unique assest if the physic system is on point then yes this would be waaay better.
@@jryde421 That's literally just photogrammetry still. Euclidean is basically just using voxels for theirs though, which would be horribly ineffecient and pointless.
@@deadturret4049 you obviously follow the popular opinion because you don't even know what this is......photogrammetry is where you take a bunch of photos from different angles.....THIS is point cloud scanning with voxels and its much faster then the photogrammatry and they already made it efficient...nobody likes change and you're a follower. This makes realistic graphics by scanning it...which opens up more time for working on the storyline and physics systems..without being pushed to it limits Euclidean out performanced Unreal Engine 5 in graphics and efficiency...you can point cloud scan in UE5 also but it's still short cutter....both look good but voxels opens up opportunities that a pixel just can't do efficiency due to it being a flat triangle.
@@jryde421 Ill just be over here with my literal degree in video game development and computer graphics. The art team doesn't work on the physics or story. No additional time is saved literally anywhere. Also the point cloud rendering stuff is really only practical for demos. UE5 also has real time LOD that allows you to dynamically adjust the resolution without needing separate premade LOD meshes while retaining a format that is actually usable by artists.
It looks like a 3d photograph. Its statics. I think if this doesnt tax hardware than can have great benefits But we will need to make complete system of physics and destructive environment to work with this.
Imagine representing the human brain in real time were each neuron is represented by a point and you’ll be able to see every neuron in the brain in real time. That would be freaking fabulous
Euclideon has released an SDK to integrate their Unlimited Detail engine into other software. I've created a Developers Group on Facebook for those interested to integrate it into Blender, Godot, Linux GUI, etc. This will help more content be available for Holoverse etc. applications: facebook.com/groups/1373205116387153/
Hello , I waited more than 30 minutes ,and I tried the trouble shooting ,but still I didn't receive a separate email with a unique link to set up your udStream account password ,and the android playstore not showing udstream app. is it related to the zone ??
Hi Gaetano, Yes that is exactly what udStream is for. We support regular jpeg, panorma, photosphere and more. You can also combine your jpeg images with point cloud data, photogrammetry, IoT feeds, video feeds and map tile information. Why not sign up for a free account on our website and try it out!
This is UUNNLLIIMMIITTEEDD fail of them! Real game companies are unlimitedly higher in details! Ohh... I believe on them ten years ago. But classic polygon graphic have tons of editors, tutorials, plug-ins, communities, FREAKING REALISTIC PHOTOGRAMMETRIC STONES etc etc etc...
So your "atom" system drastically improves computation of geometry. I assume you somehow index the atoms to access the atom you need at the projection from a particular pixel to avoid iterating through all of the atoms in each model right? How would collision detection work? Do you have an algorithm to just check where a ray "would" intersect the model using some sort of indexing? Or do you use octrees? On a similar note how would lighting / shadows / reflection / GI or even PBR work? Seems very promising but definitely some things to work on to be able to work the new representation of your geometry into a full graphics pipeline.
@Carl Petersson That tells me nothing. Unless you're trying to tell me they're gonna require a quantum computer to run this, classical computers can't calculate superpositions virtual or otherwise. They have to iterate and iterations take cycles. The number of iterations can be reduced by acceleration structures but even order log n gets out of control when you've got millions of polygons in the original artist/captured model
Once they can efficiently give the voxels the same properties as each element then will have an incredible...it the only way it gonna be used for total simulation
@@rothauspils123 which never worked. I remember downloading this scene and it was a mess, not real looking , and worked with 4fps. Good thing we have UE5
How about a gaming company focused solely on gaming should do that...these guy just built the engine. Obviously you dont know how the industry works or which industry this company is.....they're not rockstar..chill...but if rockstar did use this and built physics for it THEN you would get what you are asking for..this is first generation technology with few supports because people like you dont know as much as you feel. Unlimited voxel is the goal here which obviously is a bigger step then pixel seeing how just here in 2020 the pixels graphics just got this good with UE5.....euclideon is first generation and look real because it's a real place scanned....just scanned..no photorealism artist to polish it...just a scan....that incredible for people that work in the the computer science industry. Unlimited pixels are points on a surface Voxel is the object, its colours and textures..when we build physics for this engine pixel will be outdated because you cant get more fidelity then scanning real life. So scanning cuts down time spent on world building.
@@jryde421 Totally understand where you're coming from :) except the part where you said first gen technology. These guys have been doing this for like 10 years. I only found the video because I remembered watching something about them when I was in my early twenties and now I'm 34. It hasn't improved
@@hywelllwhat I meant was; the first to apply this technology. Not the science of voxels. When pixels became applicable to games and graphics everyone was using them over voxels because pixels was less work but now we have the hardware, software to apply voxels easy. Once major gaming companies adopt this technology then it will advance it further then the first people to apply it on a corporate level. Money and war drive technology sadly....I say war because euclideon sells services to the militaries
@@jryde421 Then if money and war is their driving motivator, this tech will never become a reality. They shifted their goals by now, regardless if they were honest about their secret, ultimate, signature power gem. Seems you have already defeated the purpose of your argument. Euclideon's engine is never going to release, not for the gaming industry nor with the features they promised at least.
@Onye Nacho both world wars accelerated the technology we have today and Euclidean has shifted towards military because the gaming industry changed towards smaller companies that don't have the funds to learn a different based engine...once everything is streaming voxel based simulation and gaming will save space on servers.
it's not clear to me how this differs from plethora of other 3D tools, desktop or "cloud" based. Does it have anything to do with the voxel-technology your brand was once known for?
Hi Daniel, yes udStream runs off our Unlimited Detail rendering engine, and provides an ultra-fast way to load massive point cloud datasets, with very little import or render time. In addition it can also merge point clouds with photogrammetry, polygon, CAD/BIM and IoT feeds to visualise virtually unlimited amounts of 3D data of multiple different types.
@@EuclideonUnlimited3D thanks for the fast reply and for clarifying it. Most of our pointcloud datasets are stored on our local networks, many of them amount to gigabytes in size, so I am not sure if cloud solution makes any sense (especially now when most of the workforce works from home often on slow wifi connections)
@@danielkrajnik3817 Hi Daniel, udStream can load your datasets from local/external hard drive, local network OR cloud storage. Once hosted, it provides a way to share these sorts of datasets to another user in any location (even working from home) by streaming them very quickly and efficently. The user doesn't need an overly fast internet connection at the viewing end because of this, as they aren't downloading the entire dataset, just streaming it. Could you PM us your email address and we will set up a demo, if you're interested?
Looks useful, however I was just so frustrated as I did not want that darn globe in my model, indeed it annoys me so much I will now watch a flat earth video. There must be a way to turn it off.