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| Certification Vendor: | NVIDIA |
|---|---|
| Exam Name: | NVIDIA-Certified Professional: OpenUSD Development (NCP-OUSD) |
| Exam Number: | NCP-OUSD |
| Available Languages: | English |
| Passing Score: | Pass/Fail only, no specific score published |
| Exam Price: | $200 USD |
| Exam Format: | Multiple-response, Multiple-choice |
| Exam Duration: | 90 - 120 |
| Real Exam Qty: | 60 - 70 |
| Certificate Validity Period: | 2 years |
| Recommended Training: | NVIDIA Deep Learning Institute (DLI) OpenUSD Courses |
| Exam Registration: | NVIDIA Certification Registration |
| Sample Questions: | NVIDIA NCP-OUSD Sample Questions |
| Exam Way: | Online, remotely proctored |
| Pre Condition: | 2–3 years of hands-on experience with OpenUSD framework; proficiency in Python or C++ programming; or completion of official NVIDIA study materials |
| Official Syllabus URL: | https://www.nvidia.com/en-us/learn/certification/openusd-development-professional/ |
IT인증자격증은 국제적으로 승인받는 자격증이기에 많이 취득해두시면 취업이나 승진이나 이직이나 모두 편해집니다. 다른 사람이 없는 자격증을 내가 가지고 있다는것은 실력을 증명해주는 수단입니다. NVIDIA인증 NCP-OUSD시험은 널리 승인받는 자격증의 시험과목입니다. NVIDIA인증 NCP-OUSD덤프로NVIDIA인증 NCP-OUSD시험공부를 하시면 시험패스 난이도가 낮아지고 자격증 취득율이 높이 올라갑니다.자격증을 많이 취득하여 취업이나 승진의 문을 두드려 보시면 빈틈없이 닫힌 문도 활짝 열릴것입니다.
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질문 # 41
Which method gets the children of a prim?
정답:C
설명:
GetChildren() is the standard method for retrieving all immediate children of a prim.
질문 # 42
In the context of UsdGeomMesh, which statement is true about mesh normals?
정답:B
설명:
Option C correctly describes the relationship between interpolation and element counts for mesh normals and normal-like primvars. In UsdGeomMesh, vertex interpolation provides one value per mesh point, while faceVarying interpolation provides one value for each face-vertex, meaning each corner of each face can carry its own value. This distinction is essential for representing smooth normals, hard edges, UV seams, and other discontinuities across faces. OpenUSD's UsdGeomMesh documentation defines vertex interpolation as one element per point and faceVarying interpolation as one element for each face-vertex that defines the mesh topology.
Option A is incorrect because authored normals do not always have to match the number of points; the required count depends on the normals interpolation. Face-varying normals, for example, require one value per face corner rather than one per point. Option B is incorrect because normals should generally not be authored on subdivision meshes; subdivision algorithms define their own normals. OpenUSD notes that authored normals should only be used for polygonal meshes where subdivisionScheme = "none".
This aligns with Data Modeling # UsdGeomMesh, Normals, Primvar Interpolation, Vertex Data, Face- Varying Data, and Polygonal Mesh Representation .
질문 # 43
What role does the default prim play in an encapsulated asset when referenced?
정답:D
설명:
The default prim is the root prim grafted when the file is referenced or payloaded.
질문 # 44
Why use sublayers in large scenes?
정답:D
설명:
Sublayers enable workstreams (lighting, geometry, etc.) to work independently.
질문 # 45
Which of these operations are likely to be slower when switching variants? Choose two.
정답:A,D
설명:
The slower operations are those that change the composed structure of the stage rather than merely changing resolved property values. NVIDIA's Learn OpenUSD variant-set guidance separates lightweight and heavyweight variant switches. Lightweight switches include changing attribute values and visibility because they affect value resolution or rendering state without requiring USD to rebuild the composed scene structure.
In contrast, heavyweight switches include changing reference paths and changing activation opinions because these alter what content is composed onto the stage.
Option A is correct because changing a reference path swaps which external layer or asset contributes scene description, requiring recomputation of affected composition indexes. Option C is correct because activation controls whether prims are composed at all; changing active state can add or remove composed scenegraph structure. Option B is incorrect because visibility is a rendering/imageability opinion and does not remove prims from composition. Option D is incorrect because ordinary attribute-value changes are typically lightweight value-resolution changes. This aligns with Composition # Variant Sets # Variant Design Considerations, Lightweight Variant Switches, Heavyweight Variant Switches, References, Activation, Visibility, and Attribute Opinions .
질문 # 46
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