Glossaries#
This page is a glossary for VFI, USD, and RTX terms. This resource is designed to help you understand the key terminology used across these areas. Please note that some terms, especially between VFI/CAD and USD, may appear similar but can have slightly different meanings or usage. This glossary will help clarify these overlaps and distinctions.
Virtual Factory Integration (VFI)#
The following glossary provides definitions for key terms used in Virtual Factory Integration (VFI), highlighting concepts fundamental to CAD systems and manufacturing processes.
Name | Description |
|
Product | This is the product that is sold |
|
Part |
The smallest bit in a CAD system that needs to be manufactured |
Asset |
An assembled unit that needs to be represented as a digital twin |
Revision |
A version of a part or an assembly |
PMI |
Product Manufacturing Information |
PLM |
Product Lifecycle Management |
Material |
A physical material, such as: Chrome Vanadium Steel, Plastic, etc |
Appearance |
The visual representation of a processed or non-processed part |
BOM |
Bill of material |
Constraint |
A geometrical relationship between parts limiting their relative movement |
Kinematik Simulation |
Simulation of the functionality without forces |
Dynamic Simulation |
Simulation of the functionality with forces |
Greenfield |
Building in the planning phase and layout is iterated on by re-exporting data to be picked up by aggregating assembly. |
Brownfield |
Building is mostly static, but digital twin can still pick up and changes through re-exporting data and aggregating assembly. |
Work cell |
Self-contained unit where people, equipment, materials, and processes are strategically grouped to efficiently perform specific manufacturing tasks in sequence, with the goal of improving workflow. |
Universal Scene Description (USD)#
This glossary introduces key terms and concepts used in USD.
Name |
Description |
---|---|
Prim |
A fundamental unit in USD that represents a node in the scene graph hierarchy, containing data like geometry, transforms, or other attributes. |
Stage |
A USD file that contains scene data, including prims, layers, and composition information. The root container for USD scene content. |
Component |
A self-contained USD asset representing an individual part or functional unit that can be reused and composed into larger assemblies. |
Assembly |
A USD structure that aggregates multiple components or other assemblies using composition arcs to create larger, more complex scenes. |
Composition Arc |
A USD mechanism that defines how multiple layers or references are combined, including references, payloads, inherits, specializes, and variants. |
Layer |
A USD file that contains specific data or opinions about scene elements, which can be composed with other layers to build complex scenes. |
Reference |
A composition arc that brings content from another USD file into the current stage, creating a live link to the source data. |
Payload |
A composition arc that loads content from another USD file on-demand, improving performance by deferring loading until needed. |
Variant |
A USD feature that allows different versions of the same asset to be stored in a single file, with the ability to switch between variants at runtime. |
Attribute |
A named data field attached to a prim that stores values like transforms, geometry data, material assignments, or custom properties. |
Schema |
A USD class definition that specifies the structure, attributes, and behavior of a prim type, ensuring consistency across assets. |
Sublayer |
A composition arc that combines multiple USD layers into a single stage, allowing data from different sources to be merged together. |
Material Binding |
A USD mechanism that associates materials with geometry prims, allowing for proper rendering and material inheritance through the scene hierarchy. |
Geometry |
A USD prim type that represents 3D shapes, including meshes, curves, points, and other geometric data that can be rendered or processed. |
Scope |
A USD prim type that serves as a container for organizing other prims in the scene hierarchy, providing structure without adding visual content. |
Xform |
A USD prim type that represents a transform node, containing transformation data and serving as a parent for other prims in the hierarchy. |
Looks |
A USD prim type that contains material and shading information, typically organized under a scope to manage appearance data separately from geometry. |
Metadata |
Additional information stored with USD files, including author information, creation dates, units, up-axis, and other scene-level properties. |
Time Code |
A USD metadata field that specifies the time format and range for animated content, supporting frame-based and time-based animation systems. |
Up Axis |
A USD metadata field that defines the coordinate system orientation (Y-up or Z-up), ensuring consistent scene interpretation across different applications. |
Meters Per Unit |
A USD metadata field that specifies the scale of the scene, defining how many meters each unit represents for accurate real-world measurements. |
Atomic Asset |
A self-contained USD component that encapsulates all necessary data (geometry, materials, transforms) in a single, portable file that can be easily shared and reused. |
RTX Rendering#
The following glossary provides concise explanations of key terms related to RTX Rendering, focusing on how acceleration structures like BLAS and TLAS optimize ray tracing performance in 3D scenes.
Name |
Description |
---|---|
Bottom Level Acceleration Structure (BLAS)
|
• Ray tracing involves shooting rays into a 3D scene to determine what they hit (for lighting, shadows, reflections, etc.).
• To make this efficient, the scene’s geometry is organized into special data structures called acceleration structures.
• BLAS is the acceleration structure built for individual meshes or objects in the scene.
• It typically uses a Bounding Volume Hierarchy (BVH), which is a tree of bounding boxes that quickly cull away geometry that a ray cannot possibly hit.
|
Top Level Acceleration Structure (TLAS)
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• TLAS organizes the entire scene for ray tracing.
• It is built on top of BLASes (Bottom Level Acceleration Structures), which represent individual meshes or objects.
• The TLAS contains instances of BLASes, each with its own transformation (position, rotation, scale).
Why is it important?
• Efficiency: Instead of checking every triangle in the scene, the TLAS lets the renderer quickly skip over large parts of the scene that the ray can’t possibly hit.
• Instancing: The same mesh (BLAS) can be reused in many places with different transforms, saving memory and build time.
• Dynamic Scenes: TLAS can be rebuilt or updated quickly if objects move, while BLASes only need to be rebuilt if the mesh itself changes.
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