Calling all warriors. It’s a glorious week full of new games.
This GFN Thursday comes with the exciting release of the new battle royale NARAKA: BLADEPOINT, as well as the Hello Neighbor franchise as part of the 11 great games joining the GeForce NOW library this week.
Plus, the newest Assassin’s Creed Valhalla DLC has arrived on the cloud.
Real PC Games, Real PC Power
Gaming on GeForce NOW means having access to the real versions of PC games. And there are more than 1,000 PC titles streaming from the cloud, with more on the way every week. It also means being able to play these titles across devices like low-powered PCs, Macs, Chromebooks, SHIELD TVs or Android and iOS mobile devices with the power of the cloud.
Members can play new and exciting PC games like NARAKA:BLADEPOINT with the power of a gaming rig streaming to any GeForce NOW compatible device at GeForce-level performance.
Melee Meets Battle Royale
Only one can remain. The melee, combat battle royale NARAKA: BLADEPOINT is now available on Steam and can be streamed on GeForce NOW. It’ll also be available to stream from the Epic Games Store upon its release in September.
Sixty players, heroes from around the world, will gather on Morus Island — and one will emerge victorious. Explore the vast, interactive world with a vertical design and experience unique gameplay powered by parkour and grappling hook movement. Learn to best use the brand-new resurrection system and unique character skills of a roster of characters with powerful abilities. And enjoy a vast arsenal of melee and ranged weapons along with the thrill of clashing blades and arrows flying in the battlefield.
Make your move. Press the assault on enemies with a grappling hook that can be aimed at anyone, anywhere and used to zip through obstacles to pounce on targets. Ambush opponents by hiding in the darkness and waiting for the right moment with deadly long-range takedowns or sneaky melee attacks. And avoid fights with a quick escape from less-favorable battles with a well-aimed grappling hook maneuver. Play your way to achieve victory.
Thanks to the GeForce power of the cloud, gamers can battle with the best and all other online PC gamers playing awesome multiplayer games like NARAKA: BLADEPOINT.
“It’s great that GeForce NOW can introduce gamers playing on low-powered hardware to the stunning world of NARAKA,” said Ray Kuan, lead producer. “We love that more gamers will be able to enter the battlefield and enjoy the next generation of battle royale games in full PC glory across all of their devices.”
Become the last warrior standing and learn the truth of NARAKA’s world and its endless battles on GeForce NOW this week.
Hello, It’s the Games of the Week
This GFN Thursday is packed with 11 new titles available to stream on GeForce NOW, including the stealth horror franchise, Hello Neighbor.
What’s your neighbor hiding? Members can find out and play Hello Neighbor, a suspenseful story of sneaking into your neighbor’s house to figure out what horrible secrets he’s hiding in the basement. Don’t get too comfortable — The Neighbor will learn from your every move and leave nasty surprises for you.
And stream the dramatic prequel, Hello Neighbor: Hide and Seek, to follow the tragic story of the loss of a family member while playing a game of hide-and-seek that leads to the game that started it all.
The full list of awesome games joining the service this week includes:
City of Gangsters (day-and date release on Steam, August 9)
Car Mechanic Simulator 2021 (day-and-date release on Steam, August 11)
NARAKA: BLADEPOINT (day-and-date release on Steam, August 11)
Faraday Protocol (day-and-date release on Steam, August 12)
Finally, members will be able to sack a famous city and play the glorious new Assassin’s Creed Valhalla: The Siege of Paris DLC upon release today on GeForce NOW.
While you plan your gaming escape this weekend, we’ve got an important question for you.
Some games are so gorgeous, they make us never want to leave.
If you had to spend your summer vacation in a game which one would it be?
Talk about a magic trick. One moment, NVIDIA CEO Jensen Huang was holding forth from behind his sturdy kitchen counter.
The next, the kitchen and everything in it slid away, leaving Huang alone with the audience and NVIDIA’s DGX Station A100, a glimpse at an alternate digital reality.
For most, the metaverse is something seen in sci-fi movies. For entrepreneurs, it’s an opportunity. For gamers, a dream.
For NVIDIA artists, researchers and engineers on an extraordinarily tight deadline last spring, it was where they went to work — a shared virtual world they used to tell their story and a milestone for the entire company.
Designed to inform and entertain, NVIDIA’s GTC keynote is filled with cutting-edge demos highlighting advancements in supercomputing, deep learning and graphics.
“GTC is, first and foremost, our opportunity to highlight the amazing work that our engineers and other teams here at NVIDIA have done all year long,” said Rev Lebaredian, vice president of Omniverse engineering and simulation at NVIDIA.
With this short documentary, “Connecting in the Metaverse: The Making of the GTC Keynote,” viewers get the story behind the story. It’s a tale of how NVIDIA Omniverse, a tool for connecting to and describing the metaverse, brought it all together this year.
To be sure, you can’t have a keynote without a flesh and blood person at the center. Through all but 14 seconds of the hour and 48 minute presentation — from 1:02:41 to 1:02:55 — Huang himself spoke in the keynote.
Creating a Story in Omniverse
It starts with building a great narrative. Bringing forward a keynote-worthy presentation always takes intense collaboration. But this was unlike any other — packed not just with words and pictures — but with beautifully rendered 3D models and rich textures.
With Omniverse, NVIDIA’s team was able to collaborate using different industry content-creation tools like Autodesk Maya or Substance Painter while in different places.
“There are already great tools out there that people use every day in every industry that we want people to continue using,” said Lebaredian. “We want people to take these exciting tools and augment them with our technologies.”
These were enhanced by a new generation of tools, including Universal Scene Description (USD), Material Design Language (MDL) and NVIDIA RTX real-time ray-tracing technologies. Together, they allowed NVIDIA’s team to collaborate to create photorealistic scenes with physically accurate materials and lighting.
An NVIDIA DGX Station A100 Animation
Omniverse can create more than beautiful stills. The documentary shows how, accompanied by industry tools such as Autodesk Maya, Foundry Nuke, Adobe Photoshop, Adobe Premiere, and Adobe After Effects, it could stage and render some of the world’s most complex machines to create realistic cinematics.
With Omniverse, NVIDIA was able to turn a CAD model of the NVIDIA DGX Station A100 into a physically accurate virtual replica Huang used to give the audience a look inside.
Typically this type of project would take a team months to complete and weeks to render. But with Omniverse, the animation was chiefly completed by a single animator and rendered in less than a day.
Omniverse Physics Montage
More than just machines, though, Omniverse can model the way the world works by building on existing NVIDIA technologies. PhysX, for example, has been a staple in the NVIDIA gaming world for well over a decade. But its implementation in Omniverse brings it to a new level.
For a demo highlighting the current capabilities of PhysX 5 in Omniverse, plus a preview of advanced real-time physics simulation research, the Omniverse engineering and research teams re-rendered a collection of older PhysX demos in Omniverse.
The demo highlights key PhysX technologies such as Rigid Body, Soft Body Dynamics, Vehicle Dynamics, Fluid Dynamics, Blast’s Destruction and Fracture, and Flow’s combustible fluid, smoke and fire. As a result, viewers got a look at core Omniverse technologies that can do more than just show realistic-looking effects — they are true to reality, obeying the laws of physics in real-time.
DRIVE Sim, Now Built on Omniverse
Simulating the world around us is key to unlocking new technologies, and Omniverse is crucial to NVIDIA’s self-driving car initiative. With its PhysX and Photorealistic worlds, Omniverse creates the perfect environment for training autonomous machines of all kinds.
For this year’s DRIVE Sim on Omniverse demo, the team imported a map of the area surrounding a Mercedes plant in Germany. Then, using the same software stack that runs NVIDIA’s fleet of self-driving cars, they showed how the next generation of Mercedes cars would perform autonomous functions in the real world.
With DRIVE Sim, the team was able to test numerous lighting, weather and traffic conditions quickly — and show the world the results.
Creating the Factory of the Future with BMW Group
The idea of a “digital twin” has far-reaching consequences for almost every industry.
This year’s GTC featured a spectacular visionary display that exemplifies what the idea can do when unleashed in the auto industry.
The BMW Factory of the Future demo shows off the digital twin of a BMW assembly plant in Germany. Every detail, including layout, lighting and machinery, is digitally replicated with physical accuracy.
This “digital simulation” provides ultra-high fidelity and accurate, real-time simulation of the entire factory. With it, BMW can reconfigure assembly lines to optimize worker safety and efficiency, train factory robots to perform tasks, and optimize every aspect of plant operations.
Virtual Kitchen, Virtual CEO
The surprise highlight of GTC21 was a perfect virtual replica of Huang’s kitchen — the setting of the past three pandemic-era “kitchen keynotes” — complete with a digital clone of the CEO himself.
The demo is the epitome of what GTC represents: It combined the work of NVIDIA’s deep learning and graphics research teams with several engineering teams and the company’s incredible in-house creative team.
To create a virtual Jensen, teams did a full face and body scan to create a 3D model, then trained an AI to mimic his gestures and expressions and applied some AI magic to make his clone realistic.
Digital Jensen was then brought into a replica of his kitchen that was deconstructed to reveal the holodeck within Omniverse, surprising the audience and making them question how much of the keynote was real, or rendered.
“We built Omniverse first and foremost for ourselves here at NVIDIA,” Lebaredian said. “We started Omniverse with the idea of connecting existing tools that do 3D together for what we are now calling the metaverse.”
More and more of us will be able to do the same, accelerating more of what we do together. “If we do this right, we’ll be working in Omniverse 20 years from now,” Lebaredian said.
Immersive 3D design and character creation are going sky high this week at SIGGRAPH, in a demo showcasing NVIDIA CloudXR running on Google Cloud.
The clip shows an artist with an untethered VR headset creating a fully rigged character with Masterpiece Studio Pro, which is running remotely in Google Cloud and interactively streamed to the artist using CloudXR.
Bringing Characters to Life in XR
The demo focuses on an interactive technique known as digital sculpting, which uses software to create and refine a 3D model as if it were made of a real-life substance such as clay. But moving digital sculpting into a VR space creates a variety of challenges.
First, setting up the VR environment can be complicated and expensive. It typically requires dedicated physical space for wall-mounted sensors. If an artist wants to interact with the 3D model or move the character around, they can get tangled up in the cord that connects their VR headset to their workstation.
CloudXR, hosted from Google Cloud on a tetherless HMD, addresses these challenges by providing artists with the freedom to create from virtually anywhere. With a good internet connection, there’s no need for users to be physically tethered to an expensive workstation to have a seamless design session in an immersive environment.
Masterpiece Studio Pro is a fully immersive 3D creation pipeline that simplifies the character design process. From blocking in basic shapes to designing a fully textured and rigged character, artists can easily work on a character face-to-face in VR, providing a more intuitive experience.
In Masterpiece Studio Pro, artists can work on characters at any scale and use familiar tools and hand gestures to sculpt and pose models — just like they would with clay figures in real life. And drawing bones in position couldn’t be easier, because artists can reach right into the limbs of the creature to place them.
Getting Your Head in the Cloud
Built on NVIDIA RTX technology, CloudXR solves immersive design challenges by cutting the cord. Artists can work with a wireless, all-in-one headset, like the HTC VIVE Focus 3, without having to deal with the hassles of setting up a VR space.
And with CloudXR on Google Cloud, artists can rent an NVIDIA GPU on a Google Cloud Virtual Workstation, powered by NVIDIA RTX Virtual Workstation technology, and stream their work remotely. The VIVE Focus 3 is HTC’s latest standalone headset, which has 5K visuals and active cooling for long design sessions.
“We’re excited to show how complex creative workflows and high-quality graphics come together in the ultimate immersive experience — all running in the cloud,” said Daniel O’Brien, general manager at HTC Americas. “NVIDIA CloudXR and the VIVE Focus 3 provide a high quality experience to immerse artists in a seamless streaming experience.”
With Masterpiece Studio Pro running on Google Cloud, and streaming with NVIDIA CloudXR, users can enhance the workflow of creating characters in an immersive environment — one that’s more intuitive and productive than before.
Jules Anh Tuan Nguyen spoke with NVIDIA AI Podcast host Noah Kravitz about his efforts to allow amputees to control their prosthetic limb — right down to the finger motions — with their minds.
Using neural decoders and deep learning, this system allows humans to control just about anything digital with their thoughts, including playing video games and a piano.
Nguyen and his team created an AI-based system using receptors implanted in the arm to translate the electrical information from the nerves into commands to execute the appropriate arm, hand and finger movements — all built into the arm.
The two main objectives of the system are to make the neural interface wireless and to optimize the AI engine and neural decoder to consume less power — enough for a person to use it for at least eight hours a day before having to recharge it.
Tweetables:
“To make the amputee move and feel just like a real hand, we have to establish a neural connection for the amputee to move their finger and feel it just like a missing hand.” — Jules Anh Tuan Nguyen [7:24]
“The idea behind it can extend to many things. You can control virtual reality. You can control a robot, a drone — the possibility is endless. With this nerve interface and AI neural decoder, suddenly you can manipulate things with your mind.” — Jules Anh Tuan Nguyen [22:07]
Robots recklessly driving cheap electric kiddie cars. Autonomous machines shining lasers at ants — and spraying water at bewildered cats — for the amusement of cackling grandchildren. Listen in to hear NVIDIA engineer Bob Bond and Make: Magazine Executive Editor Mike Senese explain how they’re entertaining with deep learning.
Think of it as a USB port for your body. Emil Hewage is the co-founder and CEO at Cambridge Bio-Augmentation Systems, a neural engineering startup. The U.K. startup is building interfaces that use AI to help plug medical devices into our nervous systems.
Anima Anandkumar, NVIDIA’s director of machine learning research and Bren professor at CalTech’s CMS Department, talks about NeurIPS and discusses the transition from supervised to unsupervised and self-supervised learning, which she views as the key to next-generation AI.
In a turducken of a demo, NVIDIA researchers stuffed four AI models into a serving of digital avatar technology for SIGGRAPH 2021’s Real-Time Live showcase — winning the Best in Show award.
The showcase, one of the most anticipated events at the world’s largest computer graphics conference, held virtually this year, celebrates cutting-edge real-time projects spanning game technology, augmented reality and scientific visualization. It featured a lineup of jury-reviewed interactive projects, with presenters hailing from Unity Technologies, Rensselaer Polytechnic Institute, the NYU Future Reality Lab and more.
The demo featured tools to generate digital avatars from a single photo, animate avatars with natural 3D facial motion and convert text to speech.
“Making digital avatars is a notoriously difficult, tedious and expensive process,” said Bryan Catanzaro, vice president of applied deep learning research at NVIDIA, in the presentation. But with AI tools, “there is an easy way to create digital avatars for real people as well as cartoon characters. It can be used for video conferencing, storytelling, virtual assistants and many other applications.”
AI Aces the Interview
In the demo, two NVIDIA research scientists played the part of an interviewer and a prospective hire speaking over video conference. Over the course of the call, the interviewee showed off the capabilities of AI-driven digital avatar technology to communicate with the interviewer.
The researcher playing the part of interviewee relied on an NVIDIA RTX laptop throughout, while the other used a desktop workstation powered by RTX A6000 GPUs. The entire pipeline can also be run on GPUs in the cloud.
While sitting in a campus coffee shop, wearing a baseball cap and a face mask, the interviewee used the Vid2Vid Cameo model to appear clean-shaven in a collared shirt on the video call (seen in the image above). The AI model creates realistic digital avatars from a single photo of the subject — no 3D scan or specialized training images required.
“The digital avatar creation is instantaneous, so I can quickly create a different avatar by using a different photo,” he said, demonstrating the capability with another two images of himself.
Instead of transmitting a video stream, the researcher’s system sent only his voice — which was then fed into the NVIDIA Omniverse Audio2Face app. Audio2Face generates natural motion of the head, eyes and lips to match audio input in real time on a 3D head model. This facial animation went into Vid2Vid Cameo to synthesize natural-looking motion with the presenter’s digital avatar.
Not just for photorealistic digital avatars, the researcher fed his speech through Audio2Face and Vid2Vid Cameo to voice an animated character, too. Using NVIDIA StyleGAN, he explained, developers can create infinite digital avatars modeled after cartoon characters or paintings.
The models, optimized to run on NVIDIA RTX GPUs, easily deliver video at 30 frames per second. It’s also highly bandwidth efficient, since the presenter is sending only audio data over the network instead of transmitting a high-resolution video feed.
Taking it a step further, the researcher showed that when his coffee shop surroundings got too loud, the RAD-TTS model could convert typed messages into his voice — replacing the audio fed into Audio2Face. The breakthrough text-to-speech, deep learning-based tool can synthesize lifelike speech from arbitrary text inputs in milliseconds.
RAD-TTS can synthesize a variety of voices, helping developers bring book characters to life or even rap songs like “The Real Slim Shady” by Eminem, as the research team showed in the demo’s finale.
The future of 3D graphics is on display at the SIGGRAPH 2021 virtual conference, where NVIDIA Studio is leading the way, showcasing exclusive benefits that NVIDIA RTX technologies bring to creators working with 3D workflows.
It starts with NVIDIA Omniverse, an immersive and connected shared virtual world where artists create one-of-a-kind digital scenes, perfect 3D models, design beautiful buildings and more with endless creative possibilities. The Omniverse platform continues to expand, gaining Blender USD support, a new Adobe Substance 3D plugin, and a new extension, GANverse3D — designed to make 3D modeling easier with AI.
Omniverse is currently in open beta and free for NVIDIA RTX and GeForce RTX GPU users. With today’s launch of the NVIDIA RTX A2000 GPU, millions more 3D artists and content creators will have the opportunity to explore the platform’s capabilities.
The latest creative app updates, along with Omniverse and RTX A2000 GPUs, gain improved levels of support in the August NVIDIA Studio Driver, available for download today.
NVIDIA announced that Blender, the world’s leading open-source 3D animation application, will include support for Pixar’s Universal Scene Description (USD) in the Blender 3.0 release, enabling artists to use the application with Omniverse production pipelines.
The open-source 3D file framework gives software partners and artists multiple ways to extend and connect to Omniverse through USD adoption, building a plugin, or an Omniverse Connector, extension or app.
NVIDIA also unveiled an experimental Blender alpha 3.0 USD branch that includes more advanced USD and material support, which will be available soon for Blender users everywhere.
In addition, NVIDIA and Adobe are collaborating on a new Substance 3D plugin that will enable Substance Material support in Omniverse.
With the plugin, materials created in Adobe Substance 3D or imported from the Substance 3D Asset Library can be adjusted directly in Omniverse. 3D artists will save valuable time when making changes as they don’t need to export and reupload assets from Substance 3D Designer and Substance 3D Sampler.
We’re also releasing a new Omniverse extension, GANverse3D – Image2Car, which makes 3D modeling easier with AI. It’s the first of a collection of extensions that will comprise the Omniverse AI Toy Box.
GANverse3D was built on a generative adversarial network trained on 2D photos, synthesizing multiple views of thousands of objects to predict 3D geometry, texture and part segmentation labels. This process could turn a single photo of a car into a 3D model that can drive around a virtual scene, complete with realistic headlights, blinkers and wheels.
The AI Toy Box extension allows inexperienced 3D artists to easily create scenes, and experienced artists to bring new enhancements to their multi-app workflows.
Here’s GANverse3D in action with an Omniverse-connected workflow featuring Omniverse Create, Reallusion Character Creator 3 and Adobe Photoshop.
Omniverse plays a critical role in many creative projects, like the GTC keynote with NVIDIA CEO Jensen Huang.
Get a sneak peek of how a small team of artists was able to blur the line between real and rendered.
The full documentary releases alongside the NVIDIA SIGGRAPH panel on Wednesday, August 11, at 11 a.m. PT.
The world’s leading artists use NVIDIA RTX and Omniverse to create beautiful work and stunning worlds. Hear from them directly in the second edition of NVIDIA’s RTX All Stars, a free e-book that spotlights creative professionals.
More RTX, More 3D Creative Freedom
NVIDIA RTX A2000 joins the RTX lineup as the most powerful, low-profile, dual-slot GPU for 3D creators. The new desktop GPU encompasses the latest RTX technologies in the NVIDIA Ampere architecture, including:
2nd-gen RT Cores for real-time ray tracing with up to 5x performance from last gen with RTX ON.
3rd-gen Tensor Cores to power and accelerate creative AI features.
2x PCIe Gen 4 accelerating data paths in and out of the GPU and up to 6GB of GPU ECC memory for rendering and exporting large files.
RTX A2000-based systems will be available starting in October.
For on-the-go creators, the NVIDIA RTX A2000 laptop GPU — available in Studio laptops shipping today like the Lenovo ThinkPad P17 Gen 2 — is the most power-efficient, professional RTX laptop GPU bringing ray tracing and AI capabilities to thin and light mobile workstations.
The NVIDIA RTX A2000 GPUs support a wealth of creative workflows, including 3D modeling and Omniverse, whether behind a desktop or anywhere a laptop may travel.
August Brings Creative App Updates and Latest Studio Driver
Several exciting updates to cutting-edge creative apps shipped recently. The August Studio Driver, available today, sharpens support for all of them.
Topaz Sharpen AI v3.2 offers refinements to AI models accelerated by RTX GPUs and Tensor Cores, adding 1.5x motion blur and Too Soft/Very Blurry features further reducing artifacts.
In-app masking has also been improved with real-time processing of mask strokes and customization controls for the overlay display.
Reallusion Character Creator v3.43, the first third-party app with Audio2Face integration, now allows artists to export characters from Character Creator to Omniverse as USD files with Audio2Face-compliant meshes. This allows facial and lip animations to be completely AI-driven solely from voice input, regardless of language, simplifying the process of animating a 3D character.
Capture One 21 v14.3.0 adds a new Magic Brush tool to create complex masks for layer editing based on image content in a split second, working on an underlying processed image from the raw file. This process is hardware accelerated and is up to 3x faster when using the GPU compared to the CPU.
3D workflows range from modeling scenes in real time with complex lights and shadows, to visualizing architectural marvels, in or out of Omniverse, with massive exports. These necessitate major computational power, requiring advanced NVIDIA RTX and GeForce RTX GPUs to get jobs done quickly.
These Studio laptops are built to handle demanding 3D creative workflows:
Lenovo P1 Gen 4 is stylish and lightweight, at less than 4 pounds. It comes in a ton of configurations, including GeForce RTX 3070 and 3080, plus RTX A4000 and A5000 laptop GPUs.
Dell Precision 7760 is their thinnest, smallest and lightest 17-inch mobile workstation. With up to an RTX A5000 and 16GB of video memory, it’s great for working with massive 3D models or in multi-app workflows.
Acer ConceptD 7 Ezel features their patented Ezel Hinge with a 15.6-inch, 4K PANTONE-validated touchscreen display. Available later this month, it also comes with up to a GeForce RTX 3080 laptop GPU and 16GB of video memory.
Set to make a splash later this year is the HP Zbook Studio G8. Engineered for heavy 3D work, it comes well-equipped with up to an RTX A5000 or GeForce RTX 3080 laptop GPU, perfect for on-the-go creativity.
What is the metaverse? The metaverse is a shared virtual 3D world, or worlds, that are interactive, immersive, and collaborative.
Just as the physical universe is a collection of worlds that are connected in space, the metaverse can be thought of as a bunch of worlds, too.
Massive online social games, like battle royale juggernaut Fortnite and user-created virtual worlds like Minecraft and Roblox, reflect some elements of the idea.
Video-conferencing tools, which link far-flung colleagues together amidst the global COVID pandemic, are another hint at what’s to come.
But the vision laid out by Neal Stephenson’s 1992 classic novel “Snow Crash” goes well beyond any single game or video-conferencing app.
The metaverse will become a platform that’s not tied to any one app or any single place — digital or real, explains Rev Lebaredian, vice president of simulation technology at NVIDIA.
And just as virtual places will be persistent, so will the objects and identities of those moving through them, allowing digital goods and identities to move from one virtual world to another, and even into our world, with augmented reality.
“Ultimately we’re talking about creating another reality, another world, that’s as rich as the real world,” Lebaredian says.
Those ideas are already being put to work with NVIDIA Omniverse, which, simply put, is a platform for connecting 3D worlds into a shared virtual universe.
Omniverse is in use across a growing number of industries for projects such as design collaboration and creating “digital twins,” simulations of real-world buildings and factories.
How NVIDIA Omniverse Creates, Connects Worlds Within the Metaverse
So how does Omniverse work? We can break it down into three big parts.
The first is Omniverse Nucleus. It’s a database engine that connects users and enables the interchange of 3D assets and scene descriptions.
Once connected, designers doing modeling, layout, shading, animation, lighting, special effects or rendering can collaborate to create a scene.
Omniverse Nucleus relies on USD, or Universal Scene Description, an interchange framework invented by Pixar in 2012.
Released as open-source software in 2016, USD provides a rich, common language for defining, packaging, assembling and editing 3D data for a growing array of industries and applications.
Lebardian and others say USD is to the emerging metaverse what hyper-text markup language, or HTML, was to the web — a common language that can be used, and advanced, to support the metaverse.
Multiple users can connect to Nucleus, transmitting and receiving changes to their world as USD snippets.
The second part of Omniverse is the composition, rendering and animation engine — the simulation of the virtual world.
Omniverse is a platform built from the ground up to be physically based. Thanks to NVIDIA RTX graphics technologies, it is fully path traced, simulating how each ray of light bounces around a virtual world in real-time.
Omniverse simulates physics with NVIDIA PhysX. It simulates materials with NVIDIA MDL, or material definition language.
And Omniverse is fully integrated with NVIDIA AI (which is key to advancing robotics, more on that later).
Omniverse is cloud-native, scales across multiple GPUs, runs on any RTX platform and streams remotely to any device.
The third part is NVIDIA CloudXR, which includes client and server software for streaming extended reality content from OpenVR applications to Android and Windows devices, allowing users to portal into and out of Omniverse.
You can teleport into Omniverse with virtual reality, and AIs can teleport out of Omniverse with augmented reality.
Metaverses Made Real
NVIDIA released Omniverse to open beta in December, and NVIDIA Omniverse Enterprise in April. Professionals in a wide variety of industries quickly put it to work.
At Foster + Partners, the legendary design and architecture firm that designed Apple’s headquarters and London’s famed 30 St Mary Axe office tower — better known as “the Gherkin” — designers in 14 countries worldwide create buildings together in their Omniverse shared virtual space.
Visual effects pioneer Industrial Light & Magic is testing Omniverse to bring together internal and external tool pipelines from multiple studios. Omniverse lets them collaborate, render final shots in real-time and create massive virtual sets like holodecks.
Multinational networking and telecommunications company Ericsson uses Omniverse to simulate 5G wave propagation in real-time, minimizing multi-path interference in dense city environments.
Infrastructure engineering software company Bentley Systems is using Omniverse to create a suite of applications on the platform. Bentley’s iTwin platform creates a 4D infrastructure digital twin to simulate an infrastructure asset’s construction, then monitor and optimize its performance throughout its lifecycle.
The Metaverse Can Help Humans and Robots Collaborate
These virtual worlds are ideal for training robots.
One of the essential features of NVIDIA Omniverse is that it obeys the laws of physics. Omniverse can simulate particles and fluids, materials and even machines, right down to their springs and cables.
Modeling the natural world in a virtual one is a fundamental capability for robotics.
It allows users to create a virtual world where robots — powered by AI brains that can learn from their real or digital environments — can train.
Once the minds of these robots are trained in the Omniverse, roboticists can load those brains onto a NVIDIA Jetson, and connect it to a real robot.
Those robots will come in all sizes and shapes — box movers, pick-and-place arms, forklifts, cars, trucks and even buildings.
In the future, a factory will be a robot, orchestrating many robots inside, building cars that are robots themselves.
How the Metaverse, and NVIDIA Omniverse, Enable Digital Twins
NVIDIA Omniverse provides a description for these shared worlds that people and robots can connect to — and collaborate in — to better work together.
The automaker produces more than 2 million cars a year. In its most advanced factory, the company makes a car every minute. And each vehicle is customized differently.
BMW Group is using NVIDIA Omniverse to create a future factory, a perfect “digital twin.” It’s designed entirely in digital and simulated from beginning to end in Omniverse.
The Omniverse-enabled factory can connect to enterprise resource planning systems, simulating the factory’s throughput. It can simulate new plant layouts. It can even become the dashboard for factory employees, who can uplink into a robot to teleoperate it.
The AI and software that run the virtual factory are the same as what will run the physical one. In other words, the virtual and physical factories and their robots will operate in a loop. They’re twins.
No Longer Science Fiction
Omniverse is the “plumbing,” on which metaverses can be built.
It’s an open platform with USD universal 3D interchange, connecting them into a large network of users. NVIDIA has 12 Omniverse Connectors to major design tools already, with another 40 on the way. The Omniverse Connector SDK sample code, for developers to write their own Connectors, is available for download now.
The most important design tool platforms are signed up. NVIDIA has already enlisted partners from the world’s largest industries — media and entertainment; gaming; architecture, engineering and construction; manufacturing; telecommunications; infrastructure; and automotive.
And the hardware needed to run it is here now.
Computer makers worldwide are building NVIDIA-Certified workstations, notebooks and servers, which all have been validated for running GPU-accelerated workloads with optimum performance, reliability and scale. And starting later this year, Omniverse Enterprise will be available for enterprise license via subscription from the NVIDIA Partner Network.
Thanks to NVIDIA Omniverse, the metaverse is no longer science fiction.
Back to the Future
So what’s next?
Humans have been exploiting how we perceive the world for thousands of years, NVIDIA’s Lebaredian points out. We’ve been hacking our senses to construct virtual realities through music, art and literature for millennia.
Next, add interactivity and the ability to collaborate, he says. Better screens, head-mounted displays like the Oculus Quest, and mixed-reality devices like Microsoft’s Hololens are all steps toward fuller immersion.
All these pieces will evolve. But the most important one is here already: a high-fidelity simulation of our virtual world to feed the display. That’s NVIDIA Omniverse.
To steal a line from science-fiction master William Gibson: the future is already here; it’s just not very evenly distributed.
The metaverse is the means through which we can distribute those experiences more evenly. Brought to life by NVIDIA Omniverse, the metaverse promises to weave humans, AI and robots together in fantastic new worlds.
With its powerful real-time ray tracing and AI acceleration capabilities, NVIDIA RTX technology has transformed design and visualization workflows for the most complex tasks, like designing airplanes and automobiles, visual effects in movies and large-scale architectural design.
The new NVIDIA RTX A2000 — our most compact, power-efficient GPU for a wide range of standard and small-form-factor workstations — makes it easier to access RTX from anywhere.
The RTX A2000 is designed for everyday workflows, so professionals can develop photorealistic renderings, build physically accurate simulations and use AI-accelerated tools. With it, artists can create beautiful 3D worlds, architects can design and virtually explore the next generation of smart buildings and homes, and engineers can create energy-efficient and autonomous vehicles that will drive us into the future.
The GPU has 6GB of memory capacity with error correction code (ECC) to maintain data integrity for uncompromised computing accuracy and reliability, which especially benefits the healthcare and financial services fields.
With remote work part of the new normal, simultaneous collaboration with colleagues on projects across the globe is critical. NVIDIA RTX technology powers Omniverse, our collaboration and simulation platform that enables teams to iterate together on a single 3D design in real time while working across different software applications. The A2000 will serve as a portal into this world for millions of designers.
Customer Adoption
Among the first to tap into the RTX A2000 are Avid, Cuhaci & Peterson and Gilbane Building Company.
“The A2000 from NVIDIA has made our modeling flow faster and more efficient. No longer are we sitting and wasting valuable time for graphics to render, and panning around complex geometry has become smoother,” said Connor Reddington, mechanical engineer and certified SOLIDWORKS professional at Avid Product Development, a Lubrizol Company.
“Introducing RT Cores into the NVIDIA RTX A2000 has resulted in impressive rendering speedups for photorealistic visualization compared to the previous generation GPUs,” said Steven Blevins, director of Digital Practice at Cuhaci & Peterson.
“The small form factor and low power usage of the NVIDIA RTX A2000 is extraordinary and ensures fitment in just about any existing workstation chassis,” said Ken Grothman, virtual design and construction manager at Gilbane Building Company.
Next-Generation RTX Technology
The NVIDIA RTX A2000 is the most powerful low-profile, dual-slot GPU for professionals. It combines the latest-generation RT Cores, Tensor Cores and CUDA cores with 6GB of ECC graphics memory in a compact form factor to fit a wide range of systems.
The NVIDIA RTX A2000 features the latest technologies in the NVIDIA Ampere architecture:
Second-Generation RT Cores: Real-time ray tracing for all professional workflows. Up to 5x the rendering performance from the previous generation with RTX on.
Third-Generation Tensor Cores: Available in the GPU architecture to enable AI-augmented tools and applications.
CUDA Cores: Up to 2x the FP32 throughput of the previous generation for significant increases in graphics and compute workloads.
Up to 6GB of GPU Memory: Supports ECC memory, the first time that NVIDIA has enabled ECC memory in its 2000 series GPUs, for error-free computing.
PCIe Gen 4: Double the throughput with more than 40 percent bandwidth improvement from the previous generation for accelerating data paths in and out of the GPU.
Availability
The NVIDIA RTX A2000 desktop GPU will be available in workstations from manufacturers including ASUS, BOXX Technologies, Dell Technologies, HP and Lenovo as well as NVIDIA’s global distribution partners starting in October.
Starting today, developers can create and share realistic simulations in a standard way. Apple, NVIDIA and Pixar Animation Studios have defined a common approach for expressing physically accurate models in Universal Scene Description (USD), the common language of virtual 3D worlds.
Pixar released USD and described it in 2016 at SIGGRAPH. It was originally designed so artists could work together, creating virtual characters and environments in a movie with the tools of their choice.
Fast forward, and USD is now pervasive in animation and special effects. USD is spreading to other professions like architects who can benefit from their tools to design and test everything from skyscrapers to sports cars and smart cities.
Playing on the Big Screen
To serve the needs of this expanding community, USD needs to stretch in many directions. The good news is Pixar designed USD to be open and flexible.
So, it’s fitting the SIGGRAPH 2021 keynote provides a stage to describe USD’s latest extension. In technical terms, it’s a new schema for rigid-body physics, the math that describes how solids behave in the real world.
For example, when you’re simulating a game where marbles roll down ramps, you want them to respond just as you would expect when they hit each other. To do that, developers need physical details like the weight of the marbles and the smoothness of the ramp. That’s what this new extension supplies.
USD Keeps Getting Better
The initial HTML 1.0 standard, circa 1993, defined how web pages used text and graphics. Fifteen years later HTML5 extended the definition to include video so any user on any device could watch videos and movies.
Apple and NVIDIA were both independently working on ways to describe physics in simulations. As members of the SIGGRAPH community, we came together with Pixar to define a single approach as a new addition to USD.
In the spirit of flexibility, the extension lets developers choose whatever solvers they prefer as they can all be driven from the same set of USD-data. This presents a unified set of data suitable for off-line simulation for film, to games, to augmented reality.
That’s important because solvers for real-time uses like gaming prioritize speed over accuracy, while architects, for example, want solvers that put accuracy ahead of speed.
An Advance That Benefits All
Together the three companies wrote a white paper describing their combined proposal and shared it with the USD community. The reviews are in and it’s a hit. Now the extension is part of the standard USD distribution, freely available for all developers.
The list of companies that stand to benefit reads like credits for an epic movie. It includes architects, building managers, product designers and manufacturers of all sorts, companies that design games — even cellular providers optimizing layouts of next-generation networks. And, of course, all the vendors that provide the digital tools to do the work.
“USD is a major force in our industry because it allows for a powerful and consistent representation of complex, 3D scene data across workflows,” said Steve May, Chief Technology Officer at Pixar.
“Working with NVIDIA and Apple, we have developed a new physics extension that makes USD even more expressive and will have major implications for entertainment and other industries,” he added.
Making a Metaverse Together
It’s a big community we aim to serve with NVIDIA Omniverse, a collaboration environment that’s been described as an operating system for creatives or “like Google Docs for 3D graphics.”
We want to make it easy for any company to create lifelike simulations with the tools of their choice. It’s a goal shared by dozens of organizations now evaluating Omniverse Enterprise, and close to 400 companies and tens of thousands of individual creators who have downloaded Omniverse open beta since its release in December 2020.
We envision a world of interconnected virtual worlds — a metaverse — where someday anyone can share their life’s work.
Making that virtual universe real will take a lot of hard work. USD will need to be extended in many dimensions to accommodate the community’s diverse needs.
A Virtual Invitation
To get a taste of what’s possible, watch a panel discussion from GTC (free with registration), where 3D experts from nine companies including Pixar, BMW Group, Bentley Systems, Adobe and Foster + Partners talked about the opportunities and challenges ahead.
We’re happy we could collaborate with engineers and designers at Apple and Pixar on this latest USD extension. We’re already thinking about a sequel for soft-body physics and so much more.
Together we can build a metaverse where every tool is available for every job.
For more details, watch a talk on the USD physics extension from NVIDIA’s Adam Moravanszky and attend a USD birds-of-a-feather session hosted by Pixar.
Talk about a signal boost. Creative Technology is tackling 4K and 8K signals, as well as new broadcast workflows, with the latest NVIDIA networking technologies.
The London-based firm is one of the world’s leading suppliers of audio visual equipment for broadcasting and online events. Part of global production company NEP Group, CT helps produce high-quality virtual and live events by providing advanced technologies and equipment, from large-screen displays to content delivery systems.
Before the COVID-19 pandemic hit, CT was looking to enhance the broadcast experience, bringing audiences and content closer together. Already in the process of switching from a baseband software-defined infrastructure (SDI) architecture to more advanced internet protocol (IP)-based technologies, CT was prepared when the pandemic led to an increased demand in virtual events.
The company decided to invest in KAIROS, Panasonic’s next-generation IT and IP video processing platform. KAIROS is a software-based, open architecture platform that uses CPU and GPU processing to significantly improve broadcast performance.
CT opted for NVIDIA GPUs to power KAIROS, which uses NVIDIA Rivermax IP streaming acceleration to enable direct data transfers to and from the GPU, leading to enhanced flexibility and increased performance for virtual events.
With plans to use KAIROS for the world’s most recognized sporting event this month, CT is using IP enabled by NVIDIA switches and NVIDIA RTX GPUs. This technology allows CT to easily scale up for larger shows and save time in setting up new productions, while transforming broadcast workflows.
Taking Broadcast Beyond the Standard
With LED screens increasing in resolution, it’s now more common for companies to deal with 4K and 8K signals. CT wanted a powerful solution that could keep up, while also providing better scalability and flexibility to enhance workflows.
When CT first started testing KAIROS, they were discussing using the platform to accommodate a 3G-SDI workflow, which supports the move from 1080/50 interlaced video formats (1080i) to 1080/50 progressive video formats (1080p).
In interlaced scanning, the frame is divided into odd and even lines — only half the frame is shown on screen, and the other half appears in 1/60th of a second. The lines switch so quickly that viewers will see the entire frame, but they may also see flickers on screen.
In progressive scans, the entire frame is transmitted simultaneously. All the lines in the frame are shown at once to fill the screen, which reduces flicker. Progressive scans are ideal for digital transmissions and have become the standard for high-definition TV displays.
But CT also needed to ensure its technology could keep up with any future video workflow advances demanded by clients.
The company has its own servers built on NVIDIA RTX GPUs with ConnectX-6 DX cards, and KAIROS delivers high performance by using the power and flexibility of the GPUs. The CT team no longer has to deal with the painful process of converting 4K and 8K signals to SDI. Instead, it can pass the signals to KAIROS, which can distribute video feeds to projectors or screens regardless of the resolution or format.
“Essentially, what KAIROS did was give us a lot more flexibility,” said Sid Lobb, head of Vision and Integrated Networks at Creative Technology. “There is utter flexibility with what we can use and how we allocate the power that the NVIDIA RTX GPUs provide.”
Switching It Up
Transitioning from SDI to IP allowed CT to use software for driving all the events. With IP, CT can use a switch instead of cables to connect systems.
“Now, it’s more like connecting computers to each other versus directly connecting cameras to a processor,” said Lobb. “We’re able to use a network to connect the entire production signal path. It’s a whole change to broadcast workflows.”
The latest version of KAIROS enables CT to use the network as a matrix switcher, which allows the team to easily switch from one video or audio source to another. For example, in events that take place in a sports arena, there could be up to 100 PCs capturing and producing different content. During the event, CT could be switching from one PC to another, which would’ve been challenging with traditional architectures. But with IP, CT can easily switch among sources, and also scale up and down to different size shows using the same solution.
The team is also experiencing massive time savings when it comes to getting new productions up and running, as the programming of KAIROS is intuitive and efficient. Each virtual event is different, but KAIROS makes it easy for CT to configure input and outputs based on their productions.
The team will use GPU-powered solutions to enhance the experience for future broadcasting and live events.