Introduction to NVIDIA Omniverse

PT26875
Summary
This class is designed for new and experienced staff working in industries that include: Architectural, Engineering, Construction, Product Development, Entertainment, Interactive Media, Video Game, Simulation, and Science & Research. New workflows and technologies introduced in this class allow for unrestricted collaboration across a large ecosystem of existing applications, regardless of their physical location, as well as introducing exciting Real-Time Simulation and Rendering tools.
Prerequisites
Before taking this course, students should have:
  • Basic general computer experience
  • Basic understanding of topics including interactive media, video games, simulation, and product development.
Duration
2 Days/Lecture & Lab
Audience
This class is designed for new and experienced staff working in industries that include: Architectural, Engineering, Construction, Product Development, Entertainment, Interactive Media, Video Game, Simulation, and Science & Research.
Topics
Day 1:
  • Review of Syllabus and Course Goals
  • Introduction to NVIDIA Omniverse platform
  • Presentation of Omniverse: Utilities, Kit, Apps, ::Connectors, Services, and key technologies
  • Deployment of NVIDIA Omniverse based on ‘collaboration needs’ and ‘location of collaborators’
  • Introduction to Omniverse CREATE
  • Introduction to connected applications
  • Create and render an AE&C asset by adding realistic lighting and organic models such as trees, grasses, and landscaping
  • Assigning and replacing materials
  • Creating a unique scene using assets from connected applications, or from assets that will be supplied
  • Review of Day 1 topics
  • Q&A and Lab Time
Day 2:
  • Introduction to simulations and simulation technologies within the Omniverse platform
  • ::Introduction to Rigid Body simulations for physical interactions and simulation of objects
  • Introduction to FLOW extension for fire and smoke
  • Introduction to BLAST extension for creating destructible objects
  • Introduction to Particle Simulations used for creating liquid in containers simulations
  • Working with LIGHTS in the Omniverse and ::Real-Time Rendering
  • Creating compelling indoor, outdoor, and studio lighting
  • Working with native Omniverse materials and material templates
  • Importing and converting materials into ::Omniverse compatible materials
  • Working with imported animation from connected apps
  • Creating lip-sync and facial animation using NVIDIA Audio2Face
  • Storytelling through animation using NVIDIA Machinima
  • Review of Day 2 topics
  • Q&A and Lab Time

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