Bruce Dell of Euclideon & Holoverse Interview

It's been five years since we last heard from Bruce Dell of Euclideon about its Unlimited Detail Technology and how he saw it changing the gaming world. Since then Bruce has not been sitting on his hands, and are now delivering the Holoverse VR / AR experience to the folks Down Under. And a new video showing this off!


Q6: Is there any advantage that VR helmets have over your hologram rooms?

A: Yes, VR is a lot cheaper. I think the future is VR helmets for the home, and hologram rooms for hologram entertainment centres. Think of it as like TV and Movies. They are used in different ways so I don’t really see them as competitors.

Q7: You just put out a new video, and in it you cover a lot of topics you’ve covered before, like your unlimited power 3D graphics technology and your photorealistic scanned graphics. But in addition to the hologram room, this video also shows that you’ve managed to achieve atom based animated characters. Tell us more about this?

A: Well our company, Euclideon, does things very differently. In all 3D computer games that you play today, the graphics are made out of these little flat shapes called polygons. Euclideon’s graphics aren’t made of polygons, they are made of trillions of little computer generated atoms just like the real world. These atoms can appear on a computer screen or be processed to float in the air, in the case of a hologram room. Because we are using this entirely new technique, none of the existing animation tools or libraries can be used, therefore we had to remake all our tools and systems ourselves. Many professional people said making animation out of little atoms would be impossible, but we have proven that there is a way to do it. The animated characters you see in this video open up a whole new option for the future of computer science.

Q8: How easy is it to animate a scanned model? Can you explain the process? What if I scanned an action figure, how hard would it be to make it "walk?"

A: The animation is still skeletal at the moment. A lot of triple-A games use skeletal animation. Skeletal means you make an object out of different joint pieces. So a scanned model would have to be broken up. We are building non-skeletal animation at the moment. So right now, to make a GI Joe figure walk around we’d place a skeletal animation model of the GI Joe and do what everybody else is doing in any 3D animation studio.

Q9: Your company is most famous for claiming that it has "Unlimited 3D Graphics Power," what do you mean when you say "Unlimited?"

A: In our new video, we compare how the ground in most games uses around 10-20 polygons per square metre and then we show how our graphics can run 20,000,000 converted polygons per square metre. Now this confuses people because a computer takes time to process each thing. If I have one tree on my screen it uses up a certain amount of processing power, therefore if I have two trees it uses up twice as much. But for Euclideon it doesn’t seem to matter if you have one tree, two trees, or a million trees, it’s all exactly the same cost in processor time. The secret to this is that we have created a 3D search algorithm. Google is a 1D search algorithm, it goes looking for words on the internet and is really powerful. When I type a phrase into Google it looks like it just read the entire conglomeration of all human knowledge in less than a second, and then gives me a list of where it finds such things. That is the power of search algorithms. Our technology is a 3D search algorithm that goes looking for little atoms, it only wants one of them for each pixel on the screen.

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Q10: What is the best proof you can offer that this technology is real?

A: The technology was never as controversial as people suggested. Our company has had many visitors from game companies who came to test it (many on TV or YouTube). We also did a World Wide Web streaming demo in 2014 where everyone could try it and a lot of big companies now use it in the geospatial field. Europe’s largest geospatial technology is one of the companies that licence it, and now you can hop on a plane and come play in one of our hologram rooms. So it’s fairly clear now that this technology does exist. We will also be giving access to one of our demos, which shows the sheer scale of our models and demonstrates the power of our loading algorithms, to select media over the coming weeks.

Q11: Do you think this technology will be used by game companies in the future?

A: In our new video we discuss the problem that comes from using polygons in virtual reality. Polygons are flat and they have flat pictures on them. So when you see them on your flat screen you don’t mind the flat pictures because you cannot tell that they are flat. But in VR, a person uses both eyes and this gives them a sense of depth. They see some things as being more forward, and others as being further back. Flat textures on polygons do not look right because people can now see that their texture isn’t real geometry. The head of technology at Oculus Rift says, "things that look great in a game, look like cheesy stage shots in VR." Any rough polygon surface now looks like a printed piece of cardboard. The cure to all this is to start using real geometry made of real atoms and that is the area we excel in. In addition to this, our technology is rapidly overtaking polygons in the area of using photorealistic scans of the real world. The real world just has too much data; you can’t express all that in a limited polygon system without downscaling all the fine detail out of it. So atom based systems are starting to make a lot more sense. We are happy to work with game companies, VR companies, or anyone else who wants to work with us, or we can keep all our technology for our empire of hologram entertainment centres. Either option works out fine for us.