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NVIDIA NCP-OUSD Exam Overview:
| Certification Vendor: | NVIDIA |
|---|
| Exam Name: | NVIDIA-Certified Professional: OpenUSD Development (NCP-OUSD) |
|---|
| Exam Number: | NCP-OUSD |
|---|
| Certificate Validity Period: | 2 Years |
|---|
| Related Certifications: | NVIDIA-Certified Professional |
|---|
| Exam Price: | USD 248.00 |
|---|
| Real Exam Qty: | 60-80 |
|---|
| Exam Format: | Multiple Choice, Multiple Select |
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| Exam Duration: | 90 minutes |
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| Available Languages: | English |
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| Passing Score: | 70% |
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| Sample Questions: | NVIDIA NCP-OUSD Sample Questions |
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| Exam Way: | Online (Proctored) |
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| Pre Condition: | Recommended prior experience with 3D graphics or programming. |
|---|
| Official Syllabus URL: | https://www.nvidia.com/en-us/learn/certification/openusd-development-professional/ |
|---|
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| Topic | Details |
|---|
| Topic 1 | - Customizing USD: Covers extending USD functionality through plugin development, including custom schemas, file format plugins, model kinds, and variant fallback selections.
|
| Topic 2 | - Data Exchange: Covers creating data mapping documents and building custom importers, exporters, and scripts to interchange data with OpenUSD pipelines.
|
| Topic 3 | - Debugging and Troubleshooting: Covers introspecting USD stages to resolve composition issues, fix poorly authored data, and optimize scene load and render performance.
|
| Topic 4 | - Content Aggregation: Covers building modular, reusable components and using instancing strategies to efficiently assemble and override assets in large, optimized scenes.
|
| Topic 5 | - Visualization: Covers working with UsdGeom, UsdShade, and UsdLux domains, including meshes, cameras, materials, and lights used across common USD workflows.
|
| Topic 6 | - Pipeline Development: Covers high-level pipeline design tasks including asset management, versioning, USD exporter hooks, build configurations, and dependency management.
|
NVIDIA-Certified Professional: OpenUSD Development (NCP-OUSD) Sample Questions (Q16-Q21):
NEW QUESTION # 16
What is the primary goal of the Transform phase?
- A. Adapt structure/behavior to target workflows
- B. Convert binary USD to ASCII
- C. Parse source formats
- D. Validate with usdchecker
Answer: A
Explanation:
Transformation tailors the USD to specific use cases via options, restructuring, and optimizations.
NEW QUESTION # 17
Which principle ensures asset structures are easy to read and understand?
- A. Performance
- B. Navigability
- C. Modularity
- D. Legibility
Answer: D
Explanation:
Legibility means names and hierarchies should be intuitive and clear for users.
NEW QUESTION # 18
Another department at your company has provided layer1.usda that has a Sphere Gprim with animated timeValues that translate the sphere along the Y-axis:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "Asset"
{
def Sphere "Sphere"
{
double3 xformOp:translate.timeSamples = {
1: (0, 5.0, 0)
30: (0, -5.0, 0)
60: (0, 5.0, 0)
}
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
You've been given rootLayer.usda that references Sphere from layer1.usda as follows:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "World"
{
def Sphere "Sphere" (
prepend references = @./layer1.usda@ < /Asset/Sphere >
)
{
}
}
For testing purposes, you want to check what Sphere would look like if it was at (0, -5.0, 0) at timeCode = 45.
Which of the following changes in rootLayer.usda would place Sphere at -5.0 in the Y-axis at timeCode 45?
Note that it is okay if the position of Sphere at other timeCodes is changed. Choose two.
- A. Add a 15 timeCode frame layer offset to the Sphere reference:
def Sphere "Sphere" (
prepend references = @./layer1.usda@ < /Asset/Sphere > (offset = 15)
)
{
} - B. Change the layer metadata endTimeCode from 60 to 45:
#usda 1.0
(
endTimeCode = 45
startTimeCode = 1
) - C. Add the following xformOp overrides to "Sphere":
double3 xformOp:translate.timeSamples = {
1: (0, 5.0, 0),
30: (0, -2.5, 0),
60: (0, -5.0, 0)
}
uniform token[] xformOpOrder = ["xformOp:translate"] - D. Add a (0, -5, 0) translate xformOp timeValue to "World" at timeCode 45:
def Xform "World"
{
double3 xformOp:translate.timeSamples = {
45: (0, -5.0, 0),
}
uniform token[] xformOpOrder = ["xformOp:translate"]
}
Answer: A,D
Explanation:
At timeCode 45, the referenced animation from layer1.usda interpolates between the samples at 30 and 60.
Since the Y values are -5.0 at frame 30 and 5.0 at frame 60, the interpolated local translate at frame 45 is 0.0.
Option A works because adding a parent transform on /World at frame 45 contributes an additional Y translation of -5.0; combined with the sphere's interpolated local value of 0.0, the resulting placement is Y =
-5.0.
Option C also works because a layer offset retimes animation across a reference. NVIDIA defines a layer offset as an adjustment to time values when composing layers through references, payloads, or sublayers, using offset and scale to retime animated data non-destructively. With offset = 15, the source sample at frame
30 is composed at frame 45, so the referenced sphere evaluates to Y = -5.0 at root time 45. Value resolution accounts for layer offsets and interpolation of time samples.
Option B only changes timeline metadata and does not retime or override the animation. Option D interpolates between -2.5 at frame 30 and -5.0 at frame 60, producing -3.75 at frame 45, not -5.0. This aligns with Composition # References, Layer Offsets, Time Samples, and Value Resolution .
NEW QUESTION # 19
What is transient data used for?
- A. Final distribution only
- B. GPU driver testing
- C. USDZ signing
- D. Intermediate aids (e.g., temp textures, mapping tables) during Transform
Answer: D
Explanation:
Useful while converting but not always shipped.
NEW QUESTION # 20
What is the main purpose of using model kinds in OpenUSD?
- A. To compress file sizes
- B. To increase the rendering frame rate
- C. To replace shading networks
- D. To categorize and organize scene elements hierarchically
Answer: D
Explanation:
Model kinds are metadata used to logically organize and categorize scene elements.
NEW QUESTION # 21
......
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