preloader
Back

OMNIVERSE by NVIDIA

3D is made possible through a variety of applications and technologies. Do you think we are satisfied with our rendering and render engines? Have you ever wondered if there is a way to render a scene much more quickly and easily than by opening the complete scene and exporting and importing from programme to software? 

As you may know, NVIDIA is a software and fabless firm that creates graphics processing units (GPUs), application programming interfaces (APIs) for data science and high-performance computing, and system on chip units (SoCs) for mobile computing and automotive applications. 

Nvidia, a global leader in artificial intelligence hardware and software from edge to cloud computing, has expanded its gaming footprint with the Shield Portable, Shield Tablet, and Shield Android TV handheld game consoles, as well as the cloud gaming service GeForce Now. Workstations with its professional GPUs are utilized in sectors including architecture, engineering, and construction, media and entertainment, automotive, scientific research, and manufacturing design.

Based on Pixar’s Universal Scene Description and NVIDIA RTXTM technology, NVIDIA Omniverse is a scalable, multi-GPU real-time reference development platform for 3D simulation and design collaboration.

With a modular programming architecture, NVIDIA Omniverse is created from the ground up to be easily expandable and customized. While end-users and content creators use the Omniverse platform to connect and expedite existing 3D processes, developers may easily build new tools and services using the platform layer of the Omniverse stack.

Pixar’s open-source Universal Scene Description (USD), a strong scene representation and interchange framework that enables complicated property inheritance, instancing, layering, lazy loading, and a variety of other critical capabilities, forms the foundation for asset representation in Omniverse. Through the Nucleus DB service, Omniverse employs USD for exchange.

Nucleus, Connect, Kit, Simulation, and RTX Renderer are the five core pieces of Omniverse. The whole Omniverse ecosystem is made up of these components, as well as interoperable third-party digital content creation (DCC) tools and renderers, as well as third-party and NVIDIA-built extensions, apps, and microservices.

With the wealth of available tools and samples, independent or business developers may simply build and market their Extensions, Apps, Connectors, and Microservices on the Omniverse platform.

Omniverse has a variety of programmes accessible, such as Omniverse Create, Omniverse Machinima, and Omniverse Audio 2face. We also have an Omnivers connection to assist you in completing the link programme. So you may link Maya, 3ds Max, Unreal Engine, Blender, and other programmes. It connects all of your favorite apps in real-time, allowing you to work faster and more productively. This implies that if you connect a blender to omniverse, you can work on your model while watching it update in omniverse as you develop and work on it. 

Hence, instead of opening your entire scene, exporting the model from whatever engine or rendering software you’re using, importing it to your software to edit, make updates, re-export it, and going on and on until you get it back in and set the way you want, you can just open up a single model that you want to make edits to and see the results of it happening inside the omniverse, inside the scene all in real-time. The modifications in the scene are clearly visible in the USD file format.

In other words, you may build assets and assemble your scene in omniverse while your team works on the same project, allowing everyone in your team to come in and move things about in real-time, much like a game engine. With your crew, you can accomplish shot framing or whatever else you want.

dcult
dcult