udSDK

Your product. Our engine underneath. 200TB+ rendering inside your platform.

Full-resolution point cloud with CPU-native rendering. Multiple TB+ datasets. Shared library inside your platform. Your customers see everything their sensors captured.

Your rendering layer is the ceiling your customers keep hitting.

Your platform handles workflows, analytics, collaboration, and data management. Your customers trust it. But when they load a 50GB point cloud, your rendering layer chokes. When they try 500GB, it crashes. The problem compounds from three directions:

Problem illustration
40%

Datasets grow faster than your renderer.

Your customers buy cheaper sensors every year. Their drone fleets expand. Their LiDAR captures grow denser. Your renderer handles the same ceiling it handled two years ago.

3-5x

GPU dependency limits deployment.

GPU cloud instances cost 3-5x what CPU instances cost. Air-gapped defense environments cannot use GPU infrastructure at all. GPU dependency is a cost your customers absorb and a market you cannot enter.

$5M+

Building your own is a multi-year bet.

3-5 years of senior engineering time. $5M+ in development cost. No guarantee of matching the performance Nuclideon achieves today. Your competitors are not waiting.

Leica Geosystems validated this model at 30,000 users.

Leica Geosystems licensed the Unlimited Detail™ engine and embedded it into their JetStream product line. 30,000+ survey professionals ran on Paul Fox's code at production scale for years inside a Tier 1 Hexagon product. udSDK delivers the same engine to your platform as a compiled DLL. Your core IP stays yours. Ours stays ours. Your customers get unlimited-scale point cloud rendering on standard CPUs. You ship the capability in one product cycle instead of spending three years building it.

Solution illustration

What udSDK gives your platform.

Unlimited dataset scale. Zero GPU dependency. Compiled DLL integration. Proven integration pathways. Air-gapped deployment support. Direct engineering support.
  • Unlimited dataset scale for your customers
    udSDK processes point cloud datasets exceeding 200TB with no file-size ceiling. Your customers load datasets that crash every competing product, on the hardware they already own.
  • Zero GPU dependency in your product stack
    The engine runs on standard CPUs. Your cloud hosting costs drop. Your on-premise customers stop buying GPU workstations. Your product deploys into air-gapped defense environments.
  • Compiled DLL integration
    udSDK ships as a compiled library with a clean API. Your engineering team integrates it into your existing platform. Both parties protect their core IP.
  • Proven integration pathway
    Unreal Engine, custom C2 platforms, GIS systems, digital twin environments, and simulation frameworks. Documented and tested integration patterns.
  • Air-gapped and classified deployment support
    Your defense and government customers need platforms that operate on isolated networks with zero connectivity. udSDK carries no cloud dependency and no call-home licensing.
  • Direct engineering support
    When your integration engineers have a question, they talk to the engineers who wrote the code. Paul Fox and the Nuclideon technical team support every SDK integration.

How udSDK fits your stack.

udSDK ships as a compiled DLL with a C API. Your engineering team links it into your existing rendering pipeline. The API handles data loading, view management, coordinate transforms, and frame rendering. Your application controls the camera, the UI, and the workflow. Integration timeline: 4-12 weeks.
  • Unreal Engine
    Plugin available for direct integration into Unreal-based applications.
  • Custom C++ / C# Applications
    Native API bindings for custom platform development.
  • GIS & Spatial Platforms
    Integrate into existing geospatial data viewers and analysis tools.
  • Command & Control (C2)
    Embed into defense C2 systems for operational 3D geospatial rendering.
  • Digital Twin & Simulation
    Power digital twin environments with real-world point cloud data at any scale.
  • Web Platforms (Server-side)
    Server-side rendering plus streaming for browser-based delivery.

Built for platform builders who refuse to let a rendering layer limit their product.

udSDK serves organizations building products that need unlimited-scale 3D rendering as an embedded capability.
  • Defense Primes
    Your C2 and ISR platforms need 3D geospatial rendering on classified, air-gapped environments on government-issue hardware. udSDK eliminates the GPU constraint. Lockheed Martin runs on udSDK today.
  • GIS Platform Vendors
    Your customers load larger datasets every quarter. Your rendering layer hits a ceiling. udSDK removes that ceiling. Your product handles any dataset size on standard hardware.
  • Game Engine & Simulation Developers
    Your simulation or digital twin environment needs real-world geospatial data at terabyte scale. udSDK renders real-world point clouds inside Unreal Engine and custom frameworks.
  • Digital Twin Platform Builders
    Infrastructure mandates demand spatial data at resolutions that strain every rendering pipeline. udSDK gives your digital twin platform the rendering backbone for any asset, any scale, any deployment.

Build vs. buy. Here is what each path costs.

Build It Yourself
Engineering timeline
3-5 years to production grade
Engineering investment
$5M+ fully loaded
Performance guarantee
None. Your team starts from zero.
Opportunity cost
12-18 months of senior engineering time diverted from your core product
Defense/air-gap capability
Unknown. Requires separate architecture work.
License udSDK
Time to integration
4-12 weeks depending on platform complexity
Annual license
Starting at $50K/year. Scales with deployment and distribution rights.
Performance floor
200TB+ datasets on standard CPUs. Proven at enterprise scale.
Engineering support
Direct from the team that built the engine
Defense/air-gap capability
Production-ready. US Navy deployed.

Your engineering team focuses on the platform features that differentiate your product. Nuclideon handles the rendering layer that none of your competitors have solved either.

Deployed. Proven. At scale.

Leica Geosystems JetStream

Leica licensed the Unlimited Detail engine and embedded it into their JetStream product line. The SDK integration shipped inside a Tier 1 Hexagon product distributed to the global survey market. 30,000+ production users ran on the engine for years.

Lockheed Martin

Lockheed Martin integrates udSDK for point cloud rendering inside their C2 systems. Classified environment. Air-gapped deployment. Government-issue hardware. Zero GPU infrastructure.

University of Queensland

University of Queensland embedded udSDK into their command and control platform for defense applications, giving end users full-resolution 3D geospatial rendering on standard hardware in operational environments.

Technical Specifications

Delivery format
Compiled DLL (C API)
Maximum dataset size
No ceiling. 200TB+ demonstrated.
Rendering architecture
CPU-native. Zero GPU dependency.
Supported platforms
Windows, macOS, and Linux.
Integration targets
Unreal Engine, C++, C#, custom platforms
Connectivity requirement
None. Fully offline capable.
Source code access
No. Compiled library. Core IP protected.
Licensing model
Annual license tied to deployment scale and distribution rights
Support
Direct engineering support from the team that built the engine
US NavyLockheed MartinQueensland Department of Transport and Main RoadsLeica GeosystemsUniversity of QueenslandDepartment of Natural Resources and Mines

Four organizations have embedded or deployed the Unlimited Detail engine. The engineering team that supported every one of those integrations is the team that supports yours.

Your engineering team has better problems to solve than building a renderer from scratch.

Nuclideon spent over a decade building the Unlimited Detail engine. Leica shipped it to 30,000 users. The US Navy runs it on classified networks. Lockheed Martin embeds it in their program. Your platform can ship the same capability in one product cycle. Talk to our engineering team. Bring your integration questions. Bring your hardest dataset.