Normalmaps exist to add detail on light interactions without increasing polygon count, not to eliminate noise on meshes.
High polygonal density does produce noise if there’s no AA, but that’s easily solved with a clever AA scheme.
Lods serve the purpose of freeing computational power for high poly meshes, especially if the rendered mesh is just a handful of pixel and doesn’t need all of the hi poly data to display its shape and light interaction.
Hardly relevant to a discussion on game rendering engines i’d say.
Nvidia Gpus (and AMD’s too for that matter) are rasterizers at their core, not well suited to other algorithms. A new algo would need better data structures and acceleration, so it’s accurate to say that a new rendering paradigm should benefit from different hardware.
For now polygons and rasterization are the best choice for the current hadrware design, even if compute is slightly changing the situation as time passes.
Euclideon is known from some time as a vaporware company, and every research that they publish is made from scratch just for videos and to seek financing (which never happens btw). The company is owned by a crazy guy who is not new to this kind of initiatives, lately he made himself “known” again for trying to market an Oculus Rift Killer (I don’t remember what was its name, just google it) at big electornics events. Needless to say the product was not only inferior in design, it was vaporware as well.
I’d suggest to research more instead of being progressive just for the sake of it.
Atomontage would have been a better choice to defend, since it’s kind of interesing and it actually exists, but Euclideon is just a joke.
A world of difference actually, since after computation the data must be streamed to the gpu for display. Currently only specialized hardware could stream all that data at interactive framerates, not even a big gaming rig can do it.