NVIDIA AI Podcast · 2025-08-06

How OpenUSD and AI Are Building Smarter Virtual Worlds

Hosts: Noah Kravitz

Guests: Aaron Luk

OpenUSDUniversal Scene DescriptionPhysical AIRoboticsDigital TwinsSynthetic DataSim-to-RealNVIDIA CosmosNVIDIA OmniverseAOUSD3D StandardsIndustrial AI

Why it matters

Getting started paths include NVIDIA DLI's Learn OpenUSD curriculum and certification, build.

Key claims

  • OpenUSD is an open 3D scene description framework originally created at Pixar, open-sourced in 2016, now stewarded by the AOUSD alliance.
  • USD's layer-based composition and typed schemas let multiple teams collaborate non-destructively across tools, disciplines, and data sources on disk, in the cloud, or dynamically generated.
  • USD integrates naturally with physical AI stacks, combining with NVIDIA Cosmos for synthetic scenario variation and Omniverse + sensor RTX for physically accurate robot sensor simulation.
  • USD does not replace physics solvers but standardizes the inputs and scene descriptions so multiple physics engines can co-simulate different parts of a scene, helping close the sim-to-real gap.

Episode summary

Summary

In episode 268 of the NVIDIA AI Podcast, host Noah Kravitz speaks with Aaron Luk, NVIDIA's Director of Product Management for Simulation Technology and lead of the OpenUSD ecosystem effort. Aaron explains that OpenUSD (Universal Scene Description) was open-sourced by Pixar in 2016 and has since become a foundational framework for 3D worldbuilding across filmmaking, manufacturing, robotics, and digital twins. He details how USD's layer-based composition and schema system enable non-destructive collaboration, allowing multiple disciplines and teams to build on each other's work without overwriting it, while abstracting away the underlying data sources.

The conversation centers on why USD is a natural fit for physical AI. Aaron describes how USD provides a unified way to describe robots, their environments, and the scenarios they encounter, integrating cleanly with NVIDIA Cosmos for synthetic data generation and Omniverse (with sensor RTX) for physically accurate sensor simulation. He addresses the sim-to-real gap, noting that while USD does not solve physics simulation itself, it standardizes the inputs to multiple solvers so different physics engines can co-simulate different parts of a scene. He also discusses digital twins for industrial customers like Lowe's and Siemens, and the emerging standards work through AOUSD, where he chairs the core specification working group.

Aaron closes with practical onboarding advice: NVIDIA's Deep Learning Institute offers a Learn OpenUSD curriculum with a certification path, complemented by blueprints on build.nvidia.com, docs.omniverse.nvidia.com, and the open-source USD GitHub repository. He notes that even non-coders can begin using USD via copilots and Omniverse-integrated tools, and reflects on USD's evolution from a 2012 Pixar pair-programming project into a broad cross-industry standard.

  • OpenUSD is an open 3D scene description framework originally created at Pixar, open-sourced in 2016, now stewarded by the AOUSD alliance.
  • USD's layer-based composition and typed schemas let multiple teams collaborate non-destructively across tools, disciplines, and data sources on disk, in the cloud, or dynamically generated.
  • USD integrates naturally with physical AI stacks, combining with NVIDIA Cosmos for synthetic scenario variation and Omniverse + sensor RTX for physically accurate robot sensor simulation.
  • USD does not replace physics solvers but standardizes the inputs and scene descriptions so multiple physics engines can co-simulate different parts of a scene, helping close the sim-to-real gap.
  • Industrial digital twin customers like Lowe's and Siemens are using USD to build factory, city, and retail replicas for operations optimization.
  • Aaron chairs the AOUSD core specification working group, formalizing USD's data models and composition algorithms as an industry standard.
  • Getting started paths include NVIDIA DLI's Learn OpenUSD curriculum and certification, build.nvidia.com blueprints, docs.omniverse.nvidia.com, and the open-source USD GitHub repo with 'good first issues.'
  • Aaron was one of the original two developers of USD at Pixar, with the project tracing back roughly 15 years.

Source material

Transcript

[Music] Hello, and welcome to the NVIDIA AI Podcast.

I'm your host, Noah Kravitz.

Today we're talking about the future of collaboration in 3D.

Universal Scene Description, OpenUSD, is revolutionizing 3D graphics and simulation, especially when you combine it with the latest in physical AI.

The technology is transforming industries from manufacturing to robots.

And here to explain what OpenUSD is and why it works so well together with AI is NVIDIA's Aaron Luk.

Aaron is a Director of Product Management for NVIDIA Simulation Technology, leading Universal Scene Description ecosystem development.

Aaron, welcome to the AI Podcast.

Hi, Noah.

Good to be here.

Great to have you.

Thanks for taking the time to join us.

So let's start kind of at the beginning and work our way up, if you will.

What is OpenUSD and why does it matter so much?

That's right.

So as you mentioned, OpenUSD, the USD stands for Universal Scene Description.

It's a project that was open sourced by Pixar Animation Studios in 2016.

But it's the result of evolution of decades of data engineering at Pixar around, you know, basically 3D worldbuilding.

Right.

3D worldbuilding among all the sort of disciplines that it requires for filmmaking, but it generalizes quite beautifully to worldbuilding in the industrial world and in the real world as well, too.

So it's an open source project that also now is under the governance of the Alliance for Open Universal Scene Description, the AOUSD, in which we are formalizing USD as industry standards with a lot of great partners.

Fabulous.

And so what are some of the benefits?

I mean, obviously having an open source standardized framework for describing and working with 3D world is great in itself.

But what are some of the particulars about OpenUSD that make it really great to work with?

So the really interesting thing about USD is that it's designed to bring lots of different types of data sources together.

In particular, it's called composition within USD.

And every document in USD is called a layer.

So when you bring all these things together, you have these network of layer stacks within USD that presents itself as a holistic composed scene graph.

And every object in that scene graph is like an object in 3D that you can do for movie making, but also for industrial layout and design.

And the power of USD is all of that is abstracted from the actual data source and the actual data serialization, the actual formats.

And this was a boon within Pixar because like I said, every type of artist within Pixar, whether they're doing modeling animation, effects animation with physics and other simulation, lighting, all that kind of stuff, they might have different tools, they might have different ways of working with things.

And what Pixar did was it kind of unified them all around these common data models in USD.

So they present themselves as schemas in USD, where every object in USD has a typed schema, for example, a mesh for the shapes that you define in USD.

And you can also add applied schemas onto those geometries, like physics APIs to imbue them with collision properties and things like that.

Oh, fantastic.

Yeah, but it's all abstracted in USD and it's all this data can live in separate layers.

And those layers, they can live on disk as files, or they could be in the cloud as files, or they can be populated from databases or even dynamically generated.

So you can see where I'm going here where it makes it a really nice fit for the sheer volume of not just the amount of data, but the types of data that are flowing into industrial digital splints.

It's really, really exciting to see.

Certainly, even within filmmaking, you're already bringing lots of different types of tools together.

But in the industrial world, that's even more expansive, between all the CAD tools that can feed USD.

And then as you expand that out into those kind of industrial workflows, like product lifecycle management, facility design and planning, all the way up into operational twins, in which you actually have a physical facility and also the digital version of it that's tracking all the things that are happening with the equipment and the robots that are in the facility and so on.

Yeah, the little bit of exposure I've had to OpenUSD has been through industrial projects, right?

So that whole world of just operating these physically accurate and pixel perfect simulations, digital twins of a factory industrial site is just amazing.

One of the things to me that's really cool about OpenUSD, as I understand it, is that we can be working on different layers, collaborating, but sort of working without getting in each other's way and it's non-destructive, as I understand it.

Yeah, that's right.

So again, let's take the filmmaking analogy, right?

Where multiple artists might be working on the same shot, maybe not at the same time, but certainly in different layers of that shot.

And that way, a layout artist can make the basic layout of where the characters start in a shot and then a character animator can then add all the expressiveness on top of that layout and so on and so forth.

And that same principles apply to industrial design and layout, where a layout person, a planner might do some initial factory layout, but then someone who is really specializing in a particular work cell within that factory might iterate on top of the base layout of the entire factory in there.

And then the person who's working on the robot arm within that work cell might add more details on top.

And so what we mean by non-destructive is that everyone who's working on that, their work is still preserved somewhere in the layer stack, right?

And so you're not, you're overriding each other's work and adding to it and tweaking it accordingly, but everyone's work is preserved.

So you can always sort of look exactly at what someone did and what kind of changes were made on top and that kind of thing.

So like really quite a boon to industrial workflows where everyone has a part to play and everyone's adding something, right?

Right, absolutely.

So how does OpenUSD work with AI?

And in particular, how can it accelerate the development of physical AI?

Yeah, I think OpenUSD is a really good fit for physical AI because OpenUSD has already the native 3D paradigms, but because of the nature of its flexibility of the data model and the composability of different data sources, right?

It makes it a great way to describe the worlds in which physical AIs are operating in particular for training robots.

So with USD, right, you could have your robot that's described in USD and maybe it's translated from a URDF or NGCF, any number of robotic formats that can be mapped to USD via schemas.

But also the world that the robot is in is also within USD and that can come from CAD or it could be made in-house and so on and so forth.

What USD does is it gives you this unified holistic way of simulating the world for physical AI to create those environments for robots to learn how to navigate, how to respond to different scenarios.

And then it plays really nicely with technologies like NVIDIA Cosmos as well, right?

Where you have your baseline scenarios and you start some synthetic data generation to vary different objects in the scene and vary different scenarios with them, but then you can vary even more conditions in Cosmos like time of day and weather conditions and things like that.

So before you know it, you basically have just a rich comprehensive set of scenarios that the robot can learn from, right?

And this is all being rendered through something like sensor RTX in Omniverse, right?

So that you get, you know, like you said, it's pixel perfect, but it's pixel perfect for sensors, right?

So it's physically accurate in simulating what the physical sensor on the robot would see in the real world.

And that robot is effectively seeing vast amounts of scenarios to be able to learn from and before it's ever deployed into the physical world.

>> So when we're talking about robots, autonomous vehicles, things that we're simulating to sort of prepare to deploy in the real world, right?

Can you explain what the sim to real gap is and how OpenUSD plays into, you know, helping solve that for physical AI training?

>> Yeah, sure.

So the sim to real gap is basically what I just mentioned, right?

What the robot sees in the virtual world should match what it would see in the real world, right?

And so the big aspects there are the physics simulations.

So you need really good solvers to run through all the rigid bodies and all the sort of things that happen in the real world.

And then you also need to visualize it in the same way that a sensor would perceive it as well.

So those are some of the key aspects to fill in.

Obviously, there's always lots of great physics research that's going on even outside of the computer graphics community, right?

Physicists are always learning more about how the world works, right?

But the cool thing is like AI is also learning that as well, too, right?

And that's another place where Cosmos comes in, right?

Where you can like, if you're what you're trying to do is simulate what the robot is seeing, right?

Like AIs can sort of recognize the patterns and again, like very, very things accordingly that you don't even have to then simulate in 3D anymore.

>> When we're talking about generating simulations like this, are capturing and replicating physical, you know, the way physics works, is that one of the trickier aspects or the trickiest aspect of it?

Or what are some of the big hurdles that have to be cleared?

Or perhaps that, you know, the growth of OpenUSD has helped us clear recently.

>> I think what OpenUSD is doing is it's more giving folks a common place to unify their data models, right?

So every physics solver is going to have different behaviors, different characteristics for the kind of performance characteristics that they're trying to hit.

But what USD is helping with is like, how can we standardize the inputs to those solvers, right?

Such that you can run even multiple solvers for multiple aspects of your scene for a co-scene relation.

That way you can have multiple physics solvers and engines all operating on different parts of your scene.

Just like in the real world, like not, you wouldn't have the same physics solver or locomotion as you do for grasping things necessarily.

And certainly for all the things that robots are doing and what other machines are doing within the factory, right?

There's all sorts of different things.

And what USD is doing is providing this framework around like, okay, can we converge on the inputs that are common to these kinds of physical operations, like rigid body collisions, like soft body collisions, and that kind of stuff.

We mentioned earlier, I mean, we've been mentioning throughout, but specifically talked a little bit about digital twins and industrial AI earlier.

And I referenced actually, we had Siemens on the podcast not too long ago talking about this.

Obviously, lots of NVIDIA customers, Lowe's is another one, that are building digital twins, these replicas of factories or cities or perhaps even retail sites, using open USD, using AI to, as you've been talking about, rigid scenarios, but to optimize operations and do these other things that are driving innovation right across industrial use cases.

You talk a little bit, and I think you referred to this.

I was thinking about synthetic data when you were talking about simulations, but how does open USD specifically play a role in creating digital twins and generating synthetic data for these industrial use cases?

Yeah.

So because, again, USD already has all these 3D capabilities for describing virtual worlds, it's a good fit to vary existing USD objects to produce synthetic variations of baseline objects, like the things that you're manufacturing in a factory or the things that you're selling in a retail space and so on and so forth.

And it's all about because USD can adapt to any data or any data model can be adapted to USD, anything that you want to vary, certainly if it manifests itself in physical appearance and shape and things like that, is a natural fit in USD.

But even beyond that, there might be other things you want to vary, like I said, weather conditions and things like that.

I'm sure there's simulations that we probably haven't even thought of yet, but I know that they'll be expressible in USD because you'll be able to define a schema around which those simulations can be described and the inputs to those simulations, that kind of thing.

So again, it's that kind of extensibility of USD that makes it a really nice fit for synthetic data variations that we haven't thought of.

Right.

And along those lines, I would imagine it's got to be beneficial when you're building or even scaling out pipelines to deal with synthetic data.

And even in these situations, like you said, we haven't imagined the thing that we want to simulate down the road, but you know it'll be expressible.

Yeah.

So, Aaron, you talked a little bit earlier about some standards emerging out of open USD that are making it easier for people, you know, and work on different projects in different places.

Just standards just make things easier for folks to work.

Are there standards, similar standards emerging out of open USD specific to working in physical AI that are making things easier maybe across industries?

Yeah.

I kind of think all of the standardization that's happening in USD will eventually funnel towards some sort of physical AI use case.

And standards are particularly important because I think they're the bridge to what I was mentioning earlier where USD is great because it's so flexible, right?

And so adaptable to lots of different domains, lots of different use cases.

And that's why we're seeing such large adoption around it.

But the flip side of flexibility is ambiguity.

And what standards really do is empowers you with the flexibility, but sort of removes the ambiguity such that we're all sort of like rolling in the same direction.

And so, USD is very open in how you express things and it's great for that.

But where standards come in are, for example, USD allows you to express transforms in any arbitrary number of ways, which is very powerful.

But if you want to use it for physical AI, right, you might want to simplify the transform stack that your USD object has so that your physical AI kernels have less complexity to reason about and things like that.

So you can envision USD as itself a stack of multi-part specification, right?

And the core of it is the core specification.

So in the AO-USD, I'm serving as chair of the core specification working group.

And that is really where we are normatively specifying the most novel aspects of USD in this foundation, that the ability to compose data together.

So what is the specific data models that feed the composition engine?

What's the algorithm for composition?

And then how do you take that composed scene graph and issue predictable queries on like, say, when you traverse that scene graph, you're able to predict queries on like, what are all the objects and what are all the properties of that object?

Everything beyond that, you can kind of think of USD as a standard of standards.

So there's already quite a lot of standards in the industrial space for CAD, for a product lifecycle management, for geometry, and all those kinds of things.

In the operational space, there's OPC UA and web of things.

And what I described before as USD schemas, you can think of those as like mappings of those existing data models into USD.

And so as we build out this stack of standards, it's about mapping other standards into USD, right?

So it's that USD is speaking all these other data models that exist, but presenting them to you in this holistic way.

And that's sort of what physical AI needs in particular, because you need to be able to describe everything that's happening in the real world.

And the real world does have a lot of these standards that exist as well for physical objects, but in particular around equipment in your facilities and things like that.

There are already specs for that equipment and that kind of stuff.

So a lot of the standards work is like mapping those existing standards into USD.

Into USD, right?

Yeah.

Makes sense.

You mentioned the working group that you're part of.

You were at Pixar, previous to joining a video.

Yeah, that's right.

And were you working on the development of USD back then?

Oh, yeah.

I was actually one of the original two developers on USD.

It started off as a pair programming project, like taking some existing technologies at Pixar, particularly the composition engine from the animation package, as well as the scene cache format that was being used to move data between departments, between tools at Pixar and sort of marrying them into a single paradigm.

Very cool.

Yeah.

And how long ago did it get started?

Was it open USD for the first technology ship?

So the actual USD project, I think started in like 2012-ish or so, kind of right around that time.

But the technologies underpinning it have been dating back to Pixar since probably a bug's life, pretty much.

Right after they wrapped Toy Story 1, they were already thinking about how can we better organize this data across our departments?

And so the composition engine started, I think, probably around 2005 or so.

But the concepts for the composition certainly is sort of the referencing and the non-destructive workflows type stuff have been around at Pixar for decades.

Yeah, neat.

I don't know, looking back on almost 15 years now, I guess, of USD, how has it evolved?

How have you seen it change?

Are there things that you...

I don't know, maybe you didn't think of when it first got going that night?

You're like, "Wow, I'm so glad that came to be."

Yeah, it's been evolving quite quickly.

I certainly didn't envision all of this industrial adoption at the time because what excited me at the time was more seeing how many of those concepts mapped to what other movie studios, both in visual effects and animation, were doing.

Certainly going to SIGGRAPH at the time, I would attend pipeline talks and hear about similar concepts.

So it's great now to be on calls with ISVs and customers and hearing about their ways of working and really showing them how it maps to this USD way of working, of having the data really travel all along your workflows and really rethinking what we mean when we say pipeline.

I think in the industrial world, it's a little bit more...

The source data gets very hard exported between disciplines and things like that.

The original still exists, but you've lost that link to it over the course of how that data travels.

And USD allows that data to travel and you're adding to it as you go along, just like you do in a real assembly line.

When I was working on USD, it didn't have this notion of API seamless, which I think are super powerful.

So that's how, like I said, you can add additional annotative properties to existing objects.

That's how your shapes also become physically simulatable objects for rigid bodies and other simulations.

And this is how we've also added semantic labels onto objects as well, which is really key for machine learning and the orientation of the scene, those kinds of things.

Very cool.

So we've talked about USD, OpenUSD, and I was going to say all of the upsides.

We've only hit some of the upsides, but it's vast in all of these different industries and situations.

We've been talking about the power of having digital twins and collaborative 3D simulations and such.

How do you get started?

I'm listening to the podcast.

I'm listening to you, Aaron, talk about this.

I'm like, "Wow, this sounds exactly like we need, but how do we...

I don't know where to begin.

USD, what do I do?"

What does it even mean to get started with USD and how would one go about that?

Yeah, sure.

So just like you can get started with AI on NVIDIA's Deep Learning Institute, we also have Learn OpenUSD on NVIDIA's Deep Learning Institute as well.

So that's a growing curriculum of hands-on self-paced courses that start with really the basic foundational principles of OpenUSD, and we're always adding more courses to it over time.

And that's a really good way to get yourself grounded and really learn the skills that you need to contribute to USD and develop these pipelines that are so key to physical AI, to moving data around into the unified worlds that physical AI needs.

And that path to that too leads you to a new USD certification program for which this DLI curriculum is designed to get folks certified just so you can get certified as an AI developer as well.

Fantastic.

And that's the way you can really distinguish yourself and get hands-on and learn USD for any number of domains and use cases.

And so somebody could go to NVIDIA DLI Deep Learning Institute and get started learning OpenUSD.

Yep.

Fantastic.

Yeah.

And then of course, USD is open source as well.

So it's got a GitHub repository, which has its own set of issues and lots of great folks in the community have been labeling issues as they triage them as good first issues.

And that's a way to as a new developer to get hands-on with USD and contribute to it directly by fixing a bug or improving documentation and that kind of thing.

Fantastic.

And for someone who's more versed in the 3D space, a designer developer, but not necessarily a coder, do you need a coding background to get going with USD?

Not necessarily.

Especially now too where you can use co-pilots to issue prompts to be like, "Please write me a Python script in USD to create a grid of nine boxes in a factory or something like that."

These are things that you can try, especially with omniverse technologies that like where I know some partners have integrated things like that into their experiences.

So yeah, I think even without a coding background, just like the world of coding is evolving in general, so is the world of coding for USD.

And coding may mean refining prompts accordingly.

Right.

Everything's changing.

Aaron, look, this has been a fascinating conversation.

And for the little bit I mentioned, I had exposure to USD beforehand.

I've certainly learned a ton.

And that idea of the standard with the standards inside of it, and you can, it's portable and you can annotate and it just, it all makes sense.

And I can see why it's so popular and so powerful.

Thanks for taking the time to join the podcast to talk about it.

We mentioned the certification program and DLI.

Anywhere else you would direct a listener who wants to learn more about USD, about the work Nvidia is doing with it, the work that you and your teams are doing, anywhere else they might go online.

Yeah, sure.

AOUSD.org is the entry point for AOUSD.

There's also forums there, forums.AOUSD.org.

For Nvidia, I highly recommend build.invidia.com.

I know that's come up on other podcasts as well.

There's blueprints there around digital twins in which USD is involved.

There's always going to be new or expanded blueprints around that.

And certainly docs.omniverse.invidia.com is a good place to go.

There's dedicated USD learning paths there as well that complement the Learn OpenUSD material as well.

Things like workflow guides on using USD to assemble industrial scenes, that kind of thing.

Perfect.

We'll leave it there.

Listeners have a whole bunch of places to go dig in, get hands on with USD, OpenUSD.

And again, Aaron, thank you for taking the time, let alone all the contributions you've made to USD in the industry over the years.

It was a pleasure talking and let's do it again sometime.

All right.

Thank you, Noah.

[Music]