NVIDIA Omniverse: the useful metaverse

Omniverse is not a toy; it enables digital twins of the real world as it exists or as it will become.

A few weeks ago, I read an article on another media platform that asserted the need for the metaverse to embrace users beyond the creative teams of game developers and entertainment studios. Specifically, teams of designers, engineers, marketers and manufacturing specialists can collaborate throughout the design and implementation process in a virtual 3D world. Unfortunately, the author has focused on the lack of a strategy to do this at Apple and Meta, instead pointing to NVIDIA as the poster child that is already doing just that. While other metaverse implementations can be fun, NVIDIA Omniverse digital twins create comprehensive, photorealistic design platforms for professional teams to enable better designs with fewer costly errors in less time.

Unlike Apple and Meta, NVIDIA Omniverse connects the virtual and physical worlds

While artistic talents can use a metaverse to create and host a 3D communication and interaction platform (i.e. a game), the environment envisioned by these companies does not extend to the real world. They are not filled with objects based on high resolution volumetric design and material specifications. They are rendered, but not simulated. They are not real.

These platforms are designed to inform, entertain and socialize its users to maximize the time they spend in the virtual world. More time translates into more revenue from advertising and services for the game platform or provider. But you can’t hand over a virtual dragon to the biology department and say, “Okay, done. Go build one. With Omniverse, you can; ok, maybe not a dragon, but an airplane engine? A working model for a heart to use to guide a catheter and stent? Sure.

I heard an interesting comment at the GTC from Rev Lebaredian, Head of NVIDIA Omniverse, that the initial market for Omniverse should be the content creation community; creators of games, animation, etc. But it turns out that companies like Amazon, AT&T, BMW, Ericsson, Foxconn, GM, Kroger, Lowe’s, Mattel, Pepsico, Siemens, Sony, Universal Robots and Valeo use Omniverse to model reality (as digital twins) in the metaverse to improve operations and designs. “It’s happening a lot faster than I thought it would,” says Lebaredian. “Companies that have figured this out will have superpowers and leapfrog the rest of the field.”

Technology is finally reaching a critical mass of users, connections, and applications where people around the world are doing real work in an unreal world. While the creative sector provided the initial impetus for virtual worlds using animation, manufacturers are reaping enormous benefits from the engineering simulation available on NVIDIA Omniverse. As shown in the video above, BMW uses Omniverse to imagine and analyze factories before they are built.

conclusion

The Metaverse is not just a game. In fact, Meta has stated that the future will require 500 times the computing capacity of today. Some estimate that the infrastructure needed for the metaverse will be around $13-16 billion by the end of this decade. NVIDIA plans to own the part of this infrastructure where reality and virtuality intersect.

With Omniverse, being able to evaluate different possible futures not only becomes possible, it will become commonplace.

Disclosures: This article expresses the opinions of the authors and should not be taken as advice on buying or investing in the companies mentioned. Cambrian AI Research is fortunate to have many, if not most, semiconductor companies as customers, including Blaize, Cerebras, D-Matrix, Esperanto, FuriosaAI, Graphcore, GML, IBM, Intel, Mythic, NVIDIA, Qualcomm Technologies , Si-Five, SiMa.ai, Synopsys and Tenstorrent. We have no investment position in any of the companies mentioned in this article and do not plan to initiate any in the near future. For more information, please visit our website at https://cambrian-AI.com.

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