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Use Cases & Common Needs#

Cell Optimization#

To put together a scenario to iterate on cell optimization, you should make the cell as performant as you can to save iteration time. You may want to identify the following functional element types within your cell:

  • Movable Product data

  • Movable cell assets

  • Fixed structures (factory that needs to be accounted for)

  • Fixed cell structures

Each of these types could have its own scene optimizer preset to achieve the cell optimization state.

For OpenUSD geometry requirements, refer to the Geometry Requirements documentation.

Key Scene Optimization processors#

Clash detection#

Clash detection is another Omniverse extension. To ensure accuracy, you need to take the following into account:

  • Consider meter units to improve accuracy if you are running clash detection far from world origin.

  • Pivots centered within the bound box of geometry.

  • Do not merge meshes to become disjointed with submeshes that are far away from each other.

  • Do not aggregate meshes where multiple identical meshes are on top of each other.

  • Do not merge meshes that are on top of each other. This wreaks havoc on clash detection performance.

Clash detection can be run headlessly offline via Python. This is more efficient than running via GUI because of less overhead. Since the output is USD layers with geometry and materials, you can transform this data and layer it into any stage.

It is possible to generate a data set that is optimized for accuracy for the clash detection use case, separate from your digital twin representation.

Minimap#

A common need for large factory spaces is that the end user needs a fast and easy way to get from one point of the factory to another as well as have a visual overview of the layout of the factory. A mini map provides these functionalities, but it can be challenging to create this functionality from scratch in a performant manner.

Nvidia will provide a sample extension that generates top-down, tile-based stage renders and stores them in USD metadata for easy retrieval. A custom UI simplifies navigation via generated minimap images, supports waypoints, mouse or gesture input.

Key Features#

  • Automatic minimap generation from stage geometry

  • Tile-based rendering with configurable resolution

  • Configurable asynchronous parallel job processes

  • Custom floor/ceiling bounds definition

  • Waypoint visualization and navigation

  • Gesture support for pan, orient and teleport

  • Framework for multiple floor support

Tip

Leverage the section tool to easily cut away the upper part of the factory and generate the minimap images.

Mini Map