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.What is USD?Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call 'scene description'. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.USD provides for interchange of elemental assets (e.g. Models) or animations. But unlike other interchange packages, USD also enables assembly and organization of any number of assets into virtual sets, scenes, and shots, transmit them from application to application, and non-destructively edit them (as overrides), with a single, consistent API, in a single scenegraph.
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USD provides a for reading, writing, editing, and rapidly previewing 3D geometry and shading. In addition, because USD's core scenegraph and ' are agnostic of 3D, USD can be extended in a maintainable way to encode and compose data in other domains.Concretely, USD is an released under a. Why use USD?USD is the core of Pixar's 3D graphics pipeline, used in every 3D authoring and rendering application, including Pixar's proprietary Presto animation system. Pixar is deeply committed to evolving and improving USD to address the following ongoing production concerns:.
Provide a rich, common language for defining, packaging, assembling, and editing 3D data, facilitating the use of multiple digital content creation applications. Like many other interchange packages, USD provides a low-level data model that stipulates, at a 'file format level', how data is encoded and organized, plus a (extensible) set of high-level schemas that provide meaningful API's and organization for concepts like.
With such a foundation one can create geometry and shading caches. But USD goes further to provide a recombinant set of that can be used to package, aggregate, vary, and override primitive elements and assets, with a high-performance runtime evaluation engine, embodied in a compact scenegraph known as a, for resolving the resulting ' and extracting (and authoring) data from it. Allow multiple artists to collaborate on the same assets and scenes. USD's most basic composition arc, facilitates multiple artists in different departments, or within the same department, to simultaneously work on the same asset or scene, by allowing each artist to work in their own file (called a all of which will be combined and resolved in a 'strength ordering' clearly specified in the USD files themselves. This ability is not a magic bullet that can automatically adjust shading data in a stronger layer when the modeling artist changes the topology of geometry defined in a weaker layer, but it allows each artist to work independently without erasing or editing any other artist's work, and helps to provide a clear audit trail of changes that aids in addressing problems like the changing-topology problem. Maximize artistic iteration by minimizing latency.
As in many media, one of the most important ingredients to achieving high-quality digital art is the ability to iterate quickly and often on a design, an asset, an animation. One of the most prominent impediments to iteration in 3D art is the speed with which an artist can get 'good enough' visual feedback on the results of their edits, and the speed with which they can migrate new data between multiple applications, or restore a session that has crashed. Speed is a primary, ongoing goal of the USD project at Pixar; we continue to explore algorithmic improvements, better ways to leverage modern multi-core systems and GPU's, and compression techniques to minimize latency in networked file-access.If your needs are similar to or are a subset of the above, then USD may be an attractive choice. What can USD do? USD can represent:USD organizes data into hierarchical namespaces of (short for 'primitive'). In addition to child prims, each prim can contain Attributes and Relationships, collectively known as Properties. Have that can vary over time; are multi-target 'pointers' to other objects in a hierarchy, and USD takes care of remapping the targets automatically when referencing causes namespaces to change.
Both prims and properties can also have (non-time-varying) metadata. Prims and their contents are organized into a file abstraction known as a.Built on top of this low-level, generic scene description, USD provides a set of schemas that establish a standard encoding and client API for common 3D CG concepts like:. Geometry. The define (-compliant) meshes, transforms, curves, points, nurbs patches, and several intrinsic solids.
It also defines: the concept of arbitrary as attributes that can interpolate across a geometric surface; geometric extents and aggregate, computed bounding boxes;; and an attribute called that expresses a (non-animatable) conditional visibility useful for deploying level-of-detail proxies and guides. Shading. The UsdShade schemas define primitive shader nodes that can be connected into networks and packaged into materials, on which one can create a public interface of attributes that will drive parameters in the contained shader networks.
Although the UsdShade schemas are used in the USD plugins for transmitting renderman shading from Maya to Katana, please be aware that these schemas are in flux until the 1.0 USD release. Model and Asset. USD's composition operators allow you to construct arbitrarily large, complex scenes. As an aid to processing, analyzing, and decomposing such scenes, USD formalizes the concepts of. The 'model' prim classification allows scenegraphs to be partitioned into logical, manageable chunks for traversal, working-set management, and data coalescing/caching. The concept of 'asset' shows up in USD at two levels: as a core datatype for referring unambiguously to an external file, which identifies which data needs to participate in; and in the schema for depositing a record of what assets have been referenced into a scene, which survives even if the scene is.USD can compose and override:The following is a very compact description of USD's composition semantics, with pinpoint links to more detailed descriptions. You can also read a.You can 'stack' USD layers together using the, and the composition engine will resolve the data contained in such ordered (nestable) ' similarly to how layers in Photoshop are composed.
Any prim in a layer can also contain one or more that target a prim in another (or the same!) layer, and composes the tree rooted at the target prim into the referencing prim - this is the primary way to assemble elemental assets into aggregates and complete scenes. The provides a 'deferred reference' that can be selectively 'loaded' (or unloaded) from a after the stage was initially opened; judicious use of payloads allows you to structure scenes so that clients can easily manage 'working sets', keeping in memory just the parts of the scene they need for the task at hand. Allow an asset creator to bundle different variations of an asset all into the a single package with a 'variant selector' that downstream asset consumers can switch, non-destructively, in stronger layers to change the variation they desire; any prim can define multiple VariantSets, which can vary along dependent or independent axes.
Key people, Disney and Pixar Animation StudiosProducts,Formerly 1995-2020WebsitePixar Animation Studios (or simply Pixar) is an American studio. It is known for its advanced productions.
It has been a partner of for many years. In 2006, Disney bought the.Pixar started as a division of ' in early 1979.
In 1986, bought it for 10 million. He worked as a and until 2011.The first four of Release On November 22 1995 end January 10 2020 With 4 Movie and 2 television series and two short filmThe was final film of and final television of June 21-November 12 2019Movies.
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