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Nvidia unveiled a new AI engine that renders virtual world’s in real time

Arguably the most complex part of creating VR content is coding and building the environments, Nvidia just bought those barriers crashing down.

Cite or link to this article

Griffin, M. (2019) 'Nvidia unveiled a new AI engine that renders virtual world’s in real time', 311 Institute, 15 February. Available at: https://www.311institute.com/nvidia-unveiled-a-new-vr-engine-that-renders-virtual-worlds-in-real-time/ (Accessed: 1 October 2026).

Nvidia have announced that they’ve introduced a new Artificial Intelligence (AI) Deep Learning model that “aims to catapult the graphics industry into the AI Age,” and the result is the first ever interactive AI rendered virtual world. In short, Nvidia now has an AI capable of rendering high definition virtual environments, that can be used to create Virtual Reality (VR) games and simulations, in real time, and that’s big because it takes the effort and cost out of having to design and make them from scratch, which has all sorts of advantages.

In order to work their magic the researchers used what they called a Conditional Generative Neural Network as a starting point and then trained a neural network to render new 3D environments, and now the breakthrough will allow developers and artists of all kinds to create new interactive 3D virtual worlds based on videos from the real world, dramatically lowering the cost and time it takes to create virtual worlds.

Watch the tech in action

“NVIDIA has been creating new ways to generate interactive graphics for 25 years, and this is the first time we can do this with a neural network,” said the leader of the Nvidia researchers Bryan Catanzaro, Vice President of Applied Deep Learning at Nvidia. “Neural networks, specifically, generative models like these are going to change the way graphics are created.”

“One of the main obstacles developers face when creating virtual worlds, whether for game development, telepresence, or other applications is that creating the content is time consuming and expensive. This method allows artists and developers to create at a much lower cost, by using AI that learns from the real world,” Catanzaro said.

“The capability to model and recreate the dynamics of our visual world is essential to building intelligent agents,” the researchers stated in their paper. “Apart from purely scientific interests, learning to synthesize continuous visual experiences has a wide range of applications in computer vision, robotics, and computer graphics,” the researchers explained.

Furthermore, and as I discuss during my keynotes, when this technology is combined with new Brain Machine Interface technologies that can read people’s brainwave responses in real time, a technology like this could let those environments change and respond in real time, something that would let educators and corporate trainers easily create adaptable virtual worlds that help people learn new things much faster than they used to be able to. And in a world where we often talk up the rise of automation and its ability to dead end jobs being able to use these types of technologies to help us learn at speed could be a big help in the years and decades to come, and one that helps us train future workforces for “what’s next.”

311 Intelligence

What this means for your organisation

Content cost is the real barrier.

Bryan Catanzaro said creating virtual world content is time consuming and expensive. A neural network that learns from real video lowers both the cost and the time. Teams that budget for 3D content should test those budget assumptions now.

Training is the nearest use.

Virtual reality training is flagged Prepare, as firms use headsets to teach safety, soft skills and complex tasks without real-world risk. Cheaper worlds make that content easier to build. Educators and corporate trainers gain the most.

Brain data could close the loop.

Combined with Brain Machine Interface technology that reads brainwave responses in real time, these worlds could change as the learner responds. Brain to machine interfaces sit at Watch, so treat this as a later step. Telepresence and game development also depend on this kind of content.

Three questions for your next leadership meeting

  1. Which of our training courses could move into virtual worlds built from real video?
  2. What do we spend on 3D content today, and how much could fall?
  3. Who owns the skills to judge and direct neural network generated environments?

The trends and technologies behind this story

From the 311 Starburst, the 311 Strategic Intelligence Unit’s map of the technologies and trends shaping the next 50 years.

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Analysis by the 311 Strategic Intelligence Unit, from Matthew Griffin’s article and 311 data. First published on Fanatical Futurist.

FAQ

Why does this matter?

Arguably the most complex part of creating VR content is coding and building the environments, Nvidia just bought those barriers crashing down.

Matthew Griffin

About the author

Matthew Griffin Founder, President and Futurist, 311 Institute

Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath."

Read full bio

Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath." 17-time best selling author of the "Codex of the Future" series, Matthew is the Founder, President and Futurist of the 311 Institute, a global Futures and Deep Futures advisory firm working with royal households, world leaders, G7, G20, and G77 governments, NGOs, and multi-national mid and mega cap firms to help them explore, shape, and lead the next 50 years of business and society.

An award-winning YouTube creator with over a million followers, with an unrivalled global reach and impact, Matthew is a highly sought-after international keynote speaker, lecturer, and mentor who collaborates with global leaders through the United Nations Alliance of Civilizations (UNAOC) and United Nations General Assembly (UNGA) to shape pivotal initiatives such as the UN’s AI for Humanity program, the United Nations Conference of the Parties (UN COP), and the World Economic Forum in Davos.

As the former Global Head of Cloud, National Security, and Enterprise Sales for companies including Atos, Dell-EMC, and IBM, Matthew has a proven track record of building multi-billion dollar business units and turning failing divisions into market leaders. His ability to identify, analyse, and communicate the implications of hundreds of emerging technologies and trends is unparalleled, and his insights are trusted by many of the world’s most respected organisations, including ABB, Accenture, Adidas, AON, ARM, BCG, Centrica, Citi, Coca-Cola, Dentons, Deloitte, Dow Jones, EY, Google, KPMG, Lego, Legal & General, LinkedIn, Microsoft, PepsiCo, Qualcomm, RWE, Samsung, Siemens AG and Siemens Energy, T-Mobile, UBS, VISA, Walmart, Workday, Worldpay and many others.

Regularly featured in the global media including the AP, BBC, Bloomberg, CNBC, Discovery, Forbes, Khaleej Times, Telegraph, TIME, ViacomCBS, WIRED, and the WSJ, Matthews mission is to help organisations create a fair and sustainable future whose benefits are shared by everyone irrespective of their ability, background, or circumstances.

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Sources and further reading

  1. Nvidia invents ai interactive graphics news.developer.nvidia.com
  2. 1808.06601.pdf arxiv.org

Source: first published by the 311 Institute on 15 February 2019. Cite as: Griffin, M. (2019). Nvidia unveiled a new AI engine that renders virtual world’s in real time. 311 Institute. https://www.311institute.com/nvidia-unveiled-a-new-vr-engine-that-renders-virtual-worlds-in-real-time/

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