They have a new website up - http://www.euclideon.com/
nooooooooooooooooooooooooo, my dreams!So, they've finally hired someone with common sense?
Visualizing LIDAR data quickly is something this tech is much more suited for, no need for animation or re-lighting or changing the source data in any other way.
They can also skip dealing with the content creation aspect.
I guess all of us who didn't for a second believe that this is suitable for video games are now justifiedAnd the government money isn't wasted either, so the only people left unhappy are those who thought this would bring some sort of revolution...
Has anyone seen this video? http://www.youtube.com/watch?v=JVB1ayT6Fdc&feature=related
So, they've finally hired someone with common sense?
Visualizing LIDAR data quickly is something this tech is much more suited for, no need for animation or re-lighting or changing the source data in any other way.
They can also skip dealing with the content creation aspect.
I guess all of us who didn't for a second believe that this is suitable for video games are now justifiedAnd the government money isn't wasted either, so the only people left unhappy are those who thought this would bring some sort of revolution...
They haven't gave up on gaming, at least officially:
http://www.euclideon.com/company/history/
Euclideon is still developing exciting new technologies for the gaming industry.
Despite its interest in the spatial industry, Euclideon has not forgotten its roots in gaming technologies, and is continuing to develop exciting and revolutionary technologies to be used in next-gen games.
Watch this space for future announcements.
Object scanning, maybe. Their roots in gaming is stretching it a bit. They never had a real, competitive gaming tech. There's been talk of voxelised terrain, so maybe they can roll that out? But with terrain tessellation, I'm not even sure that has value. I'm willing write Euclideon off at this point until they show something new and realistic.They haven't gave up on gaming, at least officially:
http://www.euclideon.com/company/history/
Euclideon is still developing exciting new technologies for the gaming industry.
Despite its interest in the spatial industry, Euclideon has not forgotten its roots in gaming technologies, and is continuing to develop exciting and revolutionary technologies to be used in next-gen games.
Watch this space for future announcements.
For it to be used that way it would probably need two things:
1) be able to produce an accurate depth buffer (they probably can do this)
2) dynamic lighting and shadows (this may not be an easy task but pre-baked would probably be good enough for some games).
I think it would be prety straight foward with defferred rendering. Each voxel would store albedo color, and normal, and that would be rendered to a Gbuffer. It could also have other stuff like specular and glossiness if you wanna go fancy, but then the already huge size of the data-set of a full sparse voxel octree become even larger.
Yet, you run into the interactivity problem. Completely stactic environments with a couple characters in it is not exactly where most engine are heading.
Just use it for non-interactive static scenery. Theres always plenty of that. The data set can be kept on a server? It seems too good to be true. Maybe MS should have had a look at this for their XB1 cloud.