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Building Scalable and Evolutive USD Pipelines on Distributed Architecture at Ubisoft
Cyrus Rahgoshay, Alessandro Bernardi, Jaeeun Cho, Anthony Mazzier, Robin De Lillo, Adeline Aubame
Ubisoft deploys multi-site USD pipelines using BPMN workflow notation and microservices, enabling scalable character and asset interchange across distributed game studios.
Abstract
This paper presents how we built scalable and evolutive USD pipelines on distributed architecture at Ubisoft. We use BPMN as a nodal representation to allow our supervisors to build new or modify existing workflows. Our processes are designed using industry standards and USD file format for interchangeability and are easily scalable and ready to deploy to our multi-site studios and teams. Using Microservices running on our internal cloud computing infrastructure and their language-neutrality, we can leverage existing in-house and new technologies developed on multiple platforms by our teams worldwide.
How to read this
- Category
- Pipeline / systems paper: scalable distributed USD architecture
- Contributions
- Scalable, evolutive USD pipelines built on a distributed architecture for multi-site studios
- BPMN used as a nodal representation so supervisors can build or modify workflows directly
- Language-neutral microservices on internal cloud infrastructure to integrate in-house and new technologies across worldwide teams
- Context
- Builds on the open USD interchange format (Pixar 2016), applying it as the backbone for cross-studio asset and character exchange in a games-production setting.Builds on: Universal Scene Description: Open Source Release
- Correctness
- Described as deployed at Ubisoft scale; as an industrial systems paper the evidence is architectural and experiential rather than benchmarked, so read it for design rationale and keep in mind it reflects one organization's infrastructure and constraints.
- Clarity
- Accessible at the architecture level; a first pass conveys the BPMN-plus-microservices-over-USD design without heavy formalism.
- How to read it
- First pass for the architecture (BPMN authoring, microservices, USD interchange) and the scaling rationale; revisit only the parts relevant to your own multi-site or USD-adoption decisions.
Builds on
Built upon by
Nothing yet.
Related work
- A Deep Dive into Universal Scene Description and Hydra 2019 / SIGGRAPH Courses
- Sony Imageworks Animation Layout Workflow with Unreal Engine and OpenUSD 2024 / SIGGRAPH
- USD and Scene Interoperability: Demystifying the State of the Art 2018 / SIGGRAPH Courses
- The Rocketbox Library and the Utility of Freely Available Rigged Avatars 2020 / Frontiers VR
Keywords
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