XR Executive Q&A: Innoactive and NVIDIA

If you want to hear a deep dive about how Innoactive and NVIDIA are building XR & AI: Cloud Streaming for Enterprise Growth, then be sure to catch them live at Industrial Immersive Week, March 5-7 in Houston, TX!

Now to the interview!

XR Executive Q&A: Innoactive and NVIDIA 

In this month’s executive Q&A, we’re getting XR news right from the source. Sean Guerre, executive director of Industrial IMMERSIVE, sat down with Daniel Seidl, CEO of Innoactive and Greg Jones, global business development and product management of XR for NVIDIA.

First, some introductions. Innoactive is a cloud software provider for rolling out XR in large enterprises. And Jones told us to think of NVIDIA as a platform builder—their GPUs and software are a foundation for delivering XR. 

The two companies are working together on a project, so let’s hear about that right from the source.

Seidl discussed how Innoactive were faced with the challenge a few years back when Volkswagen Group approached them for help in deploying heavy PCVR and PC 3D applications to new standalone VR devices. They integrated Nvidia Cloud XR technology into their system, allowing Volkswagen to stream over 150 applications from the cloud to standalone VR headsets without the need for a PC. This integration served as a significant advancement, breaking down barriers between data silos. 

Jones said, “Innoactive has been a really nice partner in this new realm of streaming XR to figure out that line with us.”

Seidl also highlighted the importance of Nvidia's Omniverse technology in facilitating bi-directional data pipelines across various software tools, potentially revolutionizing industries. He emphasized the crucial role of GPUs in enabling such advancements, not only for Omniverse but also for Unreal Engine and Unity apps with large 3D datasets.

XR Use Cases 

Seidl mentioned that the use cases for VR/AR technology vary depending on the industry. In the energy sector, particularly in oil and gas, applications include training, building information modeling (BIM), collaborative reviews, and digital twins facilitated by tools like Omniverse. 

For training purposes, platforms like Unity and Unreal Engine are commonly used. Similar applications are seen in manufacturing, such as factory planning and design visualization. These industries share a common need for rendering large datasets on compact devices, often sourced from CAD systems or requiring photorealistic rendering.

Seidl said, “Obviously, the future is exciting in the Oil & Gas space. We focus on working with partners such as Motive.io for training or Vrex for BIM review and ensuring that they can be streamed through our platform for our customers such as ExxonMobil & Chevron. Through streaming they can access larger models and data sets that would normally need more local workstations.”

Jones highlighted the significance of training in XR, particularly in industries like oil and gas where there are hazardous environments. He emphasizes the importance of high-fidelity training to prepare individuals for dangerous situations. 

Jones discussed how photorealistic training allows individuals to anticipate and react faster to potential dangers. Additionally, he mentioned the importance of design in industries like architecture and auto manufacturing, where digital design tools replace expensive physical models. 

Industrial XR Challenges

When asked what the challenges of enterprise XR are, Seidl said that it’s a triangle:

  • The headset - which headsets to buy

  • The user - reaching all the users

  • The application - making data usable

He recommends dividing and conquering as well as working to solve these problems in a flexible way. 

Jones said XR leaders at many companies just don’t know what’s possible. He said, “The industry's moving so quickly that keeping people aware of how good XR has become is really hard.” And he pointed out that it’s hard to build that awareness without each person seeing the latest and greatest environments for themselves. 

On and Off the Cloud

Not every enterprise can host VR applications on the cloud–nor is the cloud right for every application. Seidl discussed the shift towards a "cloud-first" strategy in virtual reality (VR) and extended reality (XR) deployments. 

Traditionally, VR required powerful local computing resources, but now companies are moving applications to the cloud and streaming them to headsets. This transition allows for flexibility in deployment, with some departments using cloud streaming while others stick to on-premises solutions due to factors like IT compliance. The approach can vary, from full cloud deployment to on-premises setups, or a hybrid infrastructure. Seidl said that Innoactive are actively supporting both options with customers and were focusing on an approach that gave customers this flexibility.

Scaling Enterprise XR

To facilitate widespread adoption, Seidl highlighted the importance of seamless accessibility, security, scalability, and device compatibility. He underscored the need for a unified layer to streamline user experience across diverse XR applications.

Jones highlighted the evolving nature of remote work and collaboration facilitated by XR technologies. Despite the ability to return to physical offices, hybrid schedules and remote work remain prevalent globally. XR enables seamless collaboration across different time zones and locations, allowing teams to conduct design reviews and factory planning sessions with ease. The flexibility provided by XR tools empowers experts to address issues in real-time without the need for extensive travel. 

Jones said, “This remote workforce, along with this new way of sharing really large digital assets and then interactive coming in and making it really easy to jump in and out, I think it's going to be a new kind of dawning of how we do work.”

Thanks to Daniel and Greg for sharing their insights.