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Euclideon Makes World’s Most Realistic Graphics

We use laser point cloud surveying offshore, it's pretty nifty.


So called experts on the internet rubbished our claims, but they were wrong and now we are working with numerous massive companies

Who are they and where is the finished products?
 
What do you guys make of this? Is it marketing fluff designed to get in more investors, or can these guys take point data, transfer into a game engine and add animations?

I want this to be true because the graphics are very nice, and it could cut dev time down massively..

There is way more that has to be possible beyond animations before its feasible to use in games - I can see lots of potential professional use for the technology but its a long long way from being an acceptable alternative to current techniques for gaming IMO if for no other reason that the type of rendering in a fast paced interactive environment tends to make a good number of people suffer from motion sickness that don't with current techniques.

Can't see the new video because I'm at work, but from what I remember of voxel tech, there are a number of challenges:

Rotation/camera view changes take up a lot of resources
Lighting is much more difficult, what we now know of as standard lighting algorithms won't work.
Storage space requirements are vast in comparison to 2d textures and polygons.

I doubt these have all been solved

There is a trick for doing lighting techniques using a more complicated version of "ICU" style dynamic light maps - which have some technical challenges of their own but are feasible with the use of pixel shaders, etc. (which ironically the original idea of them was to avoid).

Very very crude version of a version of it myself and someone else was playing with https://www.youtube.com/watch?v=ydJCmXEHLrY - as its mapping to points its perfectly possible to use it with voxel cloud data. (This is basically doing in realtime what the lightmapper bakes at compile time in games like quake2, 3, older unreal games, etc.) - its basically using a cheap trick to convert what the light can "see" into a sparse voxel set and then projecting it into a texture used as a shadow map with another cheap trick but those bits can be skipped for point clouds.
 
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This seems no different than their previous video. Yeah it looks all pretty...if you don't have anything move or have anything change. Not to mention this is almost useless if you want to create something that doesn't exist in real life. Yeah it might be easier to create an object in real life and scan it than make a virtual one but you can't do that with everything.
 
Would be very different content creation process - more akin to sculpting and painting for stuff you couldn't image from the realworld.

I'm increasingly less seeing the advantages though - if you look at something like the latest DX12 fable demo we aren't so far from being able to do that quality with conventional techniques.
 
Gotta ask:

1:How does scanning reach behind objects at the level of detail they are talking about? Surely any small bump (let alone large bump) would create a laser black spot from which no information could be gained.

2: Though its lovely being able to use real world locations - what is a company supposed to do if they want a non real environment.

3: How exactly does a laser scan point cloud get coloured without manual texturing.

Strikes me that its all a bit smoke and mirrors still. Its the same video as two years ago.
 
international karate was my fave:D

wouldn't it be easier to film the real world and use interactive cutscenes/real video clips?

laserdisc it was called in the arcades,i remember playing a western sherrif game,with real actors
 
Can't see the new video because I'm at work, but from what I remember of voxel tech, there are a number of challenges:

Rotation/camera view changes take up a lot of resources
Lighting is much more difficult, what we now know of as standard lighting algorithms won't work.
Storage space requirements are vast in comparison to 2d textures and polygons.

I doubt these have all been solved

Managed to watch the video, notice that there is no rotation in the video at all, just camera scrolling. No lighting changes either.

This is a long long way away from being a game engine.
 
Pretty rubbish really. Massive flaws with that method as well from problems with lights, shadows and animation. If they can even solve that by the time they do real time ray tracing will be worth us which is x10 better.
 
There's no evidence of any dynamic lighting there or prop movements or real time shadows or anything else. Everything is static and the camera simply moves about them. Nothing is moving in those scenes. That doesn't seem impressive to me at all?
 
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