Between the Lines

Larry Dignan, Andrew Nusca and Rachel King

Is the gaming industry about to be rocked by graphics technology 100,000-times more efficient?

By | August 3, 2011, 12:12pm PDT

Summary: Euclideon claims to have harnessed the atom for graphics technology, replacing current-day usage of polygons and enhancing graphics by 100,000-times.

On August 1, Australian company Euclideon posted a video to YouTube which presages their technology as being the future of not just the gaming industry, but the world of graphics in general. Dubbed the “unlimited detail” method, have a look at the 7-minute-long video below which explains the method and how their polygon-to-atom converter aims to make game developer’s lives easier and reshape an entire graphics industry:

 

Did you catch the part where they said, “…in one cubic meter of dirt, we have more polygons than you will find in any game that doesn’t use procedural generation.”?

Naturally, there are plenty of skeptics and for good reason. Year-in and year-out, we see incredibly impressive graphics demos from companies like NVIDIA that showcase unprecedented levels of realism, yet when it comes to implementing these graphics in a real-time game setting, those impressive demos remain just that; impressive demos. Likewise, remember when Sony released the PS3 and they stood upon the highest of mountains proclaiming the unlimited potential of the cell architecture? Yeah, that kind of turned into a disappointment pretty fast where using it for a gaming platform is concerned. Are we dealing with a similar scenario here?

After all, we’re not given any specs or any idea as to how much horsepower is required to achieve these “unlimited detail” graphics. And if we’re talking running this type of technology in a gaming capacity, then you have to start adding in everything else that makes a game a powerhouse, such as audio, AI, game-play, networking, animation/in-motion objects (moving trees, water, dynamic lighting, etc.), physics, and so on and so forth. Granted, with efficiency gains of around 100,000, that leaves plenty of room for taking games as they are now and giving them a MASSIVE face-lift without affecting — or maybe even enhancing — performance. But that’s if those gains are based on a 1:1 (or less) ratio where modern-day hardware is concerned.

With that said, I’m certainly willing to give Euclideon the benefit of the doubt. The presentation given in the video makes sense, and though these types of gains in technology don’t happen very often, it seems we’ve been given enough to go on for the time being to at least stay tuned. If true and successful, this technology stands a good chance at becoming the baseline for all future iterations of gaming graphics — be it PC, console, hand-held, or any other industry that uses polygonal technology.

Lastly, it appears they have more than just graphics up their sleeve, as hinted in their video description:

We also have another piece of technology that isn’t graphics, but does something game related that’s also pretty clever, but we’ll keep that secret for now.

At the very least, Euclideon appears to be an ambitious company with forward-thinking ideas. What do you think about them, though? Does this seem like just a bunch of hot air to you or do you think Euclideon has really pulled off a marvelous feat of graphical innovation? Let us know your thoughts below!

-Stephen Chapman
SEO Whistleblower

Related Content:

Kick off your day with ZDNet's daily e-mail newsletter. It's the freshest tech news and opinion, served hot. Get it.

Topics

Stephen is a freelance writer based in Charlotte, NC.

Disclosure

Stephen Chapman

Stephen Chapman is a freelance writer and content strategist. All work that Stephen does for ZDNet is on a contractual basis.

It is left to Stephen's discretion whether or not to accept assignments from prospective clients who discover him through ZDNet. Such endeavors have no association with ZDNet and, unless otherwise agreed upon, are kept separate and private in the interest of all parties involved. You may freely contact him for consulting, training, and/or public speaking inquiries.

While Stephen may accept complimentary passes, waived fees, payment, and/or covered travel costs to industry-related events (conferences, expos, etc.) as an attendee or a speaker, acceptance of such offers is not considered payment for, or exclusive guarantee of, any particular blog coverage of the event attended.

Biography

Stephen Chapman

Stephen is a freelance writer based in Charlotte, NC.

Related Discussions on TechRepublic

Did you know you can take part in these discussions with your ZDNet membership?
27
Comments

Join the conversation!

Just In

RE: Is the gaming industry about to be rocked by graphics technology 100,000-times more efficient?
zafer12 12th Aug
Bunu mu demek istediniz? Cok guzel bir oyun be?eni ile oynuyorum ama bunun metin2
Metin veya web sitesi adresi yaz?n ya da bir dok?man? ?evirin.
?ptal
Dinleyin
Fonetik olarak okuyun
T?rk?e dilinden ?ngilizce diline ?eviri
I play a game with very nice, but it metin2
metin2 pvp
metin2 pvp serverler

and install servers by lara s depending on the tour game bilrisiniz

tuztanem
manolyam
manolya


metin2 pvp serverler
metin2 pvp serverler kurma
gm komutlari
1299 gm komutlari
gm komutlari knight
mt2 pvp serverler kurma
0 Votes
+ -
Looking for venture capitol, I'll bet.
William Farrell 3rd Aug
This is what you do, make an impressive video (sales pitch) then look for funding to try and make it happen via R&D.
@William Farrell very true - have you tried this yourself?
0 Votes
+ -
@jerang@...
0 Votes
+ -
Message has been deleted.
davidfrankk Updated - 3rd Aug
The gamming industry has been lazy since they left
pcs for the most part to write games only for under powered and baddly done graphics. any good graphic pc can run circles around the best consoles.
@rparker009 The problem with PC's vs. Consoles is console interfaces are less bulky for games. It's not necessarily a lazy industry so much as it is lazy gamers. Gamers don't want to have to map a bunch of keys. These days my computer gaming, and thus most of my graphics workload, is relegated to MMORPG type games that have several keys that need to be utilized as opposed to an FPS where the keyboard and mouse, formerly the king of FPS control schemes, has given way to the much crisper control of console controllers. Fewer people are utilizing their PC's for gaming and game makers are keenly aware of this. They are in it to make money and the money is in consoles now not PC games.
If you notice there are no moving 3D models in that static video. Trying to code a FPS game in that would take petabytes of information to process. Good luck with that...
0 Votes
+ -
You are 100% correct
ploco@... 3rd Aug
@ewell44

This is 100% correct, there has already been a published response on what would be required to get this working from a hardware perspective with any semblance of motion.
http://notch.tumblr.com/post/8386977075/its-a-scam
@ploco@...

Here is his response to criticism the next day (Aug 3rd). He concedes points and also gives them kudos on a few of their concepts.

http://notch.tumblr.com/post/8423008802/but-notch-its-not-a-scam
0 Votes
+ -
Yup
Tigertank 3rd Aug
If it has 100,000 times more detail don't you have to design in greater detail as well? Somebody has to design the shape of those little rocks and pine needles now.
@Tigertank @ewell44 @ploco@... you are all Luddites. Moore's Law is still valid and nanotech appplies as well... and yes, we'll need humans to design the pine needles. Article referenced correctly points out that we don't currently have the technology. But that's what Progress is all about eh? "They" also once said that we had overbuilt our fiber-optic network a few years ago. M'kay.
@Tigertank
Yeah, but typically that would only have to be done once. After that, you would just look through your toolbox for a rock/tree/brick/etc... scale to size and place in world.
Just sounds too good to be true. Show me da money, as they say. Sample code, CPU requirements, memory requirements, that's what'll make or break this.
@stan@... yes! Release the code! Give up your secrets, your patents and your future! NAOW!
0 Votes
+ -
Gaming Platforms are broken
unredeemed Updated - 3rd Aug
It's not so much the hardware that is limiting. It's the software and development platform.

When I last dealt with the industry, the PS2 Dev kit was $30k, and was a 2U rack mount server that looked like a PS2. The XBOX Dev kit was $10k, but looked like an xbox though set to debug mode.

Developers had an extremely hard time developing on the Sony PSx platform, and it took 3yrs before they were able to capitalize on its hardware.

But Corporate schedules pushed for a game to hit certain milestones, and be ready for distribution by XX date. So it was more about pushing through levels, debugging, and getting it out the door, then it was about optimizing for the platform...

Who cares if there is some great improvement in the quality, as it'll be years before developers are able to latch on and maximize its potential.
@olePigeon
Too many open questions regarding the feasability of this technology to make an objective assessment.
Was it me or did the "leading brand" graphics engine that was shown in comparison look like circa 2002?
When was the last time a current game rendered a tree trunk with only 5 sides? It looked worse than the original Halo.
Notch, the maker of Minecraft and somebody who is familiar with this type of algorithm as well as procedural generation, warns that this is not as it seems, and has significant drawbacks:

http://notch.tumblr.com/
Probably not.

Apple probably have the patent for the method and application happy
@neilpost

No Apple probably don't, maybe Pixar would be a better place to look though.

Procedural generation of shapes and textures is not new.

This may be some particular sort of procedural generation that is new.

Polygon rendering is a pet hate of mine - Renderman moved beyond it decades ago.

I hate watching CGI and seeing 'circular' objects with corners.

Maybe these guys have never heard of NURBs - but Pixar sure knows about them.

The way to do high detail - using 1980's software tech - is to use NURBs and similar primitive shapes (IE not polygons) and to use procedural shaders to deform the surface.

Using atoms in high numbers is in fact inefficient from a design and shape construction perspective.

Seems they are relying on the general ignorance of the tech world.
@richardw66

to just say we are going to use only points without wireframe is like saying we're going to walk around in our skin without any bones.
in a visual illusion sort of way it may work if the point count is not too high for the system to process.
but the morphing strategy would likely have to be intense.
maybe a neural net algorithm could handle the transformations for each point so that the artist would only have to generate one 3d matte per scene.
but that's a very big maybe.
pixel generation of complex shapes and details by quickly processing inputs through a single algorithm - the holy grail of optics.
maybe they've done it.
we shall see.
happy
.
Maybe.. if there was a way to combine this voxel rendering with polygons in some sort of hybrid (voxel for static environments or models with little animation and polygons for characters, etc.) it would work in a game setting!

I have no idea how that would be implemented, but it's just a thought!
Bunu mu demek istediniz? Cok guzel bir oyun be?eni ile oynuyorum ama bunun metin2
Metin veya web sitesi adresi yaz?n ya da bir dok?man? ?evirin.
?ptal
Dinleyin
Fonetik olarak okuyun
T?rk?e dilinden ?ngilizce diline ?eviri
I play a game with very nice, but it metin2
metin2 pvp
metin2 pvp serverler

and install servers by lara s depending on the tour game bilrisiniz

tuztanem
manolyam
manolya


metin2 pvp serverler
metin2 pvp serverler kurma
gm komutlari
1299 gm komutlari
gm komutlari knight
mt2 pvp serverler kurma

Join the conversation!

Formatting +
BB Codes - Note: HTML is not supported in forums
  • [b] Bold [/b]
  • [i] Italic [/i]
  • [u] Underline [/u]
  • [s] Strikethrough [/s]
  • [q] "Quote" [/q]
  • [ol][*] 1. Ordered List [/ol]
  • [ul][*] · Unordered List [/ul]
  • [pre] Preformat [/pre]
  • [quote] "Blockquote" [/quote]
ie8 fix

The best of ZDNet, delivered

ZDNet Newsletters

Get the best of ZDNet delivered straight to your inbox

Facebook Activity

White Papers, Webcasts, & Resources
ie8 fix