After taking a look at their presentation video it seems quite possible that they have achieved a new way to approach real time rendering graphics on a much higher detail than regular polygon based models.
Basically what it’s about so far is they can create an incredibly detailed world / models etc in 3Ds Max / Maya then they use their converter which creates a map of Voxels and some sort of additional mapping to use with their engine since it would be simply impossible to render at real time a scene of 21 trillion Voxels with separate X, Y, Z coordinates, color etc…
They are understandably quite silent about how they manage to achieve this. The technology to render and Work with Voxel based Modelling exists in Medicine for quite some time now, and to be able to use it in real time graphics would be an incredibly huge step in graphic detail in games. Their renderer is software based yet, meaning the calculations are being done on the CPU since today’s regular video cards are optimized for rendering polygonal models.
After their video release of Euclideon, MineCraft’s creator Marcus “Notch” Persson made some quite harsh comments simply calling the whole story “Bullshit”, many sites have been asking Euclideon’s CEO – Bruce Dell about how the whole thing works or even if it’s real. The best explanation that we could get so far was that they are not looking at separate voxels each with separate coordinates and color data, but somehow ordering them by models probably which would be most necessary for collision detections and animation later on.
For more information on how this sort of technology might work check out this article: Next-Gen 3D Rendering Technology: Voxel Ray Casting involving John Carmack’s view on the afforementioned rendering techniques.
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