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!

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Q12: If I have a .3ds file how hard is it to convert to your file format?

A: We just drag the file into our tools. Then we must set an atom resolution for the model, eg. 512, 1024, 2048 etc. Think of it like a 2D screen bitmap resolution but in 3D. After we’ve moved a model into our engine we have the ability to enhance the detail as we are not limited by polygons. Why would you want square or octagon wheels when you can make them perfectly round?

Q13: What is the time frame for a SDK and if a developer wanted to start working with your engine are you ready to start? Is it Beta? Alpha?

A: At present we would like to make alliances with a few good companies and work together on the games SDK before we release to others. As for the Geospatial SDK that’s already available.

Q14: What is the file size difference between a model using Unlimited Detail and a polygon model?

A: UD models are about 20% smaller, but memory size is virtually irrelevant for us. We work as though we have unlimited RAM. This is because UD models stream in more detail from the hard drive when needed, vs polygon models that must have their full texture map sheets loaded entirely in to RAM to use them.

Q15: HardOCP has kept an eye on Euclideon for a while now, and seeing what you guys do certainly makes the 3D graphics industry more interesting. Disruption in an industry is sometimes a very good thing. Will Euclideon keep coming out with stronger technology each year as certainly now the VR field is ramping up quickly in terms of middleware?

A: Well so far each year we have released something that could debatably claim the prize for most valuable piece of computer technology of the year.

In year one it was unlimited graphics power.

In year two we found a way to stream 3D graphics from hard drives so efficiently that they did not need to preload any more. To say loading is now abolished is pretty big news.

In year three we unveiled solidscan technology that copies the real world into the virtual world. This will be very important to many industries in the future.

In year four we did a worldwide public test of our technology that streams unlimited point cloud data over the web. This is a very important part of giving the internet a 3D future. Then this year we released the hologram room. We have 4 more major projects under development at the moment which are just as interesting as what has come forth so far.

Q16: What is some of the motivation for Euclideon to keep moving forward?

A: Once we found the rules that made the 3D search algorithm work it was like opening up a door to the future. Things that could not be achieved for many years (like solid, detailed, computerised copies of the real world, or hologram rooms) could now be achieved many years earlier than expected.

Q17: Is Euclideon working with Intel or AMD? Is the UD engine taking advantage of APU's and CPU specialized instructions?

A: No it’s so fast we haven’t really gone hunting for extra speed, but we might explore such options in the future as more monitor resolutions move to 4K.

Q18: Is Euclideon looking to enter the mainstream VR market for HTC Vive and Oculus Rift? Can the games at Holoverse run in VR on Windows PCs or can we expect a tech demo for VR?

A: We aren’t working further on VR helmets at the moment. We are happily occupied with hologram rooms. However, if one of the many VR companies wants to personally work with us on developing our engine to give them real geometry, then we would like that very much.

Q19: With the snail in the video how was it made did it start as a scan? Or was it built in a 3D studio type of program?

A: Actually the snail was made on Z-brush (pixologic.com) and imported into an atom format where we can use it.

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