The metaverse is the 3d evolution of the internet
Metaverse is an evolution of the Internet and the World Wide Web – that’s an interesting way of putting it. And the way Jeff Kember Director, Omniverse Technologies at NVIDIAhe explains, makes a lot of sense.
“It’s a Web embodied in 3D, where we can connect inside virtual worlds that seem to us as rich and complex as the real world. We can play, socialize, work and create in these interoperable worlds even though we are separated by great distances in the real world. »
In this interview, Kember talks about the concept of Metaverse, its evolution, and the NVIDIA Omniverse.
Traditional 3D worlds were intended for games and entertainment, each of which was separate and not interoperable. But with the confluence of enabling real-time ray tracing technologies, GPU-accelerated data center-scale computing, real-time physics simulation, AI, and open-source 3D standards ( Universal Scene Description) – we are able to create virtual worlds for industry and AI use cases and enable portability and interoperability between these worlds.
What is NVIDIA Omniverse? What is the difference with the metaverse?
We believe the term Metaverse is a broad description of the many types of virtual worlds we will see as an evolution of the web as we know it today. One thing that is essential for all these worlds is that they have a common basis for how they are presented, experienced and, above all, connected.
Omniverse is a platform that connects virtual worlds and is built on USD (Universal Scene Description) which can be thought of as the HTML of 3D. Omniverse can be connected to most industry leading 3D software products; it can be extended and applications can be created on this platform using an integrated SDK called Kit.
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How does NVIDIA contribute to the metaverse?
We have been working since the creation of NVIDIA to build technologies that allow the simulation of virtual worlds: rendering, physics, AI, as well as the calculation base. These are all basic requirements to build the Metaverse.
Simulating high-fidelity virtual worlds is an incredibly difficult problem. It’s actually an infinite problem. We can always use more computing power to make our virtual worlds bigger, more complex and richer.
But there is more than that.
NVIDIA is tackling two major technology challenges:
- Facilitate everyone’s participation in the creation of high-fidelity virtual worlds
- Efficiently scale true-to-life simulation of virtual worlds to computers in the data center and cloud
The 2D web is successful because virtually anyone can create a web page and help build the ever-expanding web. 3D content for virtual worlds is much more difficult to create – it requires a lot of expertise, so only a small group of elite 3D and game artists can do it. With a major investment in universal scene description, advanced computing, simulation, computer vision, and artificial intelligence, we at NVIDIA are building the tools to enable more people to participate in the construction of high-fidelity virtual worlds.
The other major challenge is simulating large, complex worlds. Virtually all game engines today are limited to running on a single computer – be it a game console, PC, mobile device… If you want to simulate a bigger world with more fidelity, you can’t throw more computers at it to make it faster.
Recently, we introduced NVIDIA OVX, a computing system specifically designed for enterprises to create and operate digital twins at scale. Developing and operating factory-scale, city-scale, and planet-scale digital twin simulations requires a new software and hardware architecture capable of operating multiple autonomous systems at a given time, in the same space. -time, and continuously receive and process -data streamed from the physical counterpart.
Omniverse is a platform that connects existing workflows and existing tools. The tools you use don’t have to change with Omniverse, they’re enhanced and extended by the platform.
We are actively evangelizing USD support across all development ecosystems – game development, design and content creation, AEC, manufacturing/industry, even robotics, and are seeing a swarm of support. We work with leading software developers to build integrations with Omniverse, including Adobe, Autodesk, Esri, Graphisoft, Epic Games, Bentley, and more.
Omniverse is already used across industries, from DNEG to Sony Pictures Animation to create accelerated USD media and entertainment workflows; by Foster + Partners or KPF to take architectural design to the next level; by Ericsson to create a digital twin of a city to optimize the deployment of 5G; by the BMW Group to build the factories of the future; or by Lockheed Martin to create simulation environments to better predict the spread of forest fires.
How far have we come in terms of technology to make the Metaverse a reality?
The omniverse and virtual worlds are already here.
The metaverse is the 3D evolution of the Internet – the extension of the physical and virtual worlds. Extended reality experiences are just one example of a virtual world experience, but that’s not all.
We now have the technology to create true-to-life digital twins of the physical world and this new evolution of the web will be much bigger than the physical world because, like the web, almost every industry will benefit from participating and hosting of virtual worlds. Creators will create more things for virtual worlds than they do in the physical world, companies will build countless digital twins of products, environments and spaces – from the scale of object to the planetary scale.
Simulation offers huge opportunities for all businesses, as simulating projects thousands of times virtually before producing in the real world will save costs and waste, and increase operational efficiency and accuracy. Omniverse is a technology layer focused on connecting and building physically precise virtual worlds or “digital twins” to help solve the world’s toughest engineering, energy and science problems.
How will the metaverse solve some of our real-world problems?
The next era of industries and AI will be enabled by the metaverse – these interoperable virtual worlds.
For one thing, 3D workflows are now essential to all industries. All things that are designed and built by humans are usually first built in a virtual world. Bikes, cars, bridges, factories are all designed with various CAD tools, before being built in the physical world.
Physically accurate and extremely fast simulation in a virtual world is essential to design the best and most efficient products. We can quickly test many iterations of a design in the virtual world at a fraction of the cost of what it would take to build them in the real world.
Once the digital version of the product is completed, it is transformed into its physical counterpart. In most cases today is the end of the road for the digital version.
But, if we link the two manifestations – digital and real – they can evolve with each other. We can capture real-world data through sensors and IoT devices and integrate it into the digital model, keeping the “twins” in sync.
Applying precise physics simulation to the digital twin gives us incredible superpowers. We can teleport to any part of the digital twin, just as we can in a video game, and inspect any aspect of it reflected in the real world.
We can also run simulations to predict the near future, or test many possible futures for us to choose the most optimal.
There will be a larger market, a larger industry with more designers and creators building digital things in virtual worlds than there will be in the physical world. Today, most designers focus on cars, buildings, clothes, and shoes in the physical world. All of these things will be much, much bigger in virtual worlds – it’s the next evolution of the web.
Just as the Web has done, virtual worlds will spark many new economies, larger than our current physical economy. The economy of the metaverse will be several times larger than that of the physical world. Digital currencies will be used in these virtual worlds where we own goods, houses, cars, artworks, clothes, etc.