Master’s in Prototyping, Visualisation & Pipeline Engineering
Online master's programme of 1,900 hours in prototyping, visualisation and pipeline engineering, structured in 12 modules covering the digital design pipeline, modelling for visualisation, materials and light, production rendering, real-time engines, virtual and mixed reality, rapid physical prototyping, automation and scripting, data management, marketing visualisation and generative AI, with an assigned technical tutor.
Take the controls.
Run a real engineering trade-off from this programme. Move the sliders, watch the model react in real time and beat the challenge.
What you will be able to do
Design digital pipelines from CAD through to final visualisation.
Prepare CAD data for rendering and real time with quality and performance.
Create physically correct materials and lighting.
Develop configurators and interactive experiences in game engines.
Organise design reviews in virtual and mixed reality.
Produce rapid physical prototypes with additive manufacturing and CNC.
Automate pipeline tasks with scripting and OpenUSD.
Who it's for
- 3D visualisation specialists.
- Pipeline technical directors.
- Real-time configurator developers.
- Rapid prototyping technicians.
- Materials and rendering artists.
- Industrial virtual reality specialists.
- Engineering or science graduates aiming to enter the automotive sector.
What you'll work with
- ISO 10303-242:2022 (STEP AP242: managed model-based 3D engineering)
- ISO 14306:2017 (JT file format for 3D visualisation)
- ISO/IEC 12113:2022 (glTF 2.0 runtime 3D asset delivery format)
- ISO/ASTM 52900:2021 (additive manufacturing: general principles and terminology)
- ISO/ASTM 52910:2018 (additive manufacturing: design requirements, guidelines and recommendations)
- ISO 3664:2009 (graphic technology and photography: viewing conditions)
- Autodesk VRED
- Unreal Engine
- Blender
- KeyShot
- NVIDIA Omniverse
12 modules · 1900 h
1.1. From sketch to digital production1.2. Stages of a product pipeline1.3. Native and neutral formats1.4. Interoperability between CAD, rendering and engines1.5. Digital asset management1.6. Naming conventions and data structure1.7. Automation of repetitive tasks1.8. Technical roles: TDs and artists1.9. Pipeline efficiency metrics1.10. Case study: pipeline map of a studio
2.1. Preparing CAD data for rendering2.2. Tessellation and polygon control2.3. Retopology and mesh optimisation2.4. UV maps and unwrapping2.5. Levels of detail (LOD)2.6. Lightweight JT and glTF data2.7. Instances and configuration variants2.8. Cleaning and repairing geometry2.9. Integrating 3D scans into the scene2.10. Laboratory: preparing a vehicle for real time
3.1. Physically based rendering (PBR)3.2. BRDF and BTDF reflectance models3.3. Multi-layer paints with flakes3.4. Measured materials in AxF format3.5. Lighting with HDRI maps3.6. Virtual photo studios3.7. Real-time ray tracing3.8. Production path tracing3.9. ACES colour management3.10. Practical exercise: measured metallic paint material
4.1. Image production with Autodesk VRED4.2. Fast workflows with KeyShot4.3. Blender Cycles in professional environments4.4. Render passes and AOVs4.5. Compositing in Nuke4.6. Render farms and queues4.7. Product and camera animation4.8. Virtual optics and depth of field4.9. Post-production and retouching4.10. Workshop: image campaign for a product
5.1. Unreal Engine for industrial products5.2. Unity in industrial visualisation5.3. Nanite and Lumen in complex scenes5.4. Interactive 3D configurators5.5. Pixel streaming to the browser5.6. Visual logic with Blueprints5.7. Custom shaders and materials5.8. Performance profiling and frame rate5.9. Multi-platform and web deployment5.10. Laboratory: vehicle configurator in Unreal
6.1. Design reviews in virtual reality6.2. Headsets and their optical resolution6.3. Remote multi-user collaboration6.4. Mixed reality with passthrough6.5. Evaluation at 1:1 scale6.6. Simulation sickness and mitigation6.7. Hand tracking and controllers6.8. Augmented reality on tablets6.9. Holographic displays and powerwalls6.10. Practical exercise: multi-user review of an interior
7.1. FDM printing for volumes7.2. High-resolution SLA stereolithography7.3. SLS and MJF sintering7.4. Multi-material and colour PolyJet7.5. Metal additive manufacturing7.6. CNC milling of models7.7. Industrial clay milling7.8. Silicone moulds and casting7.9. Finishing and painting of prototypes7.10. Workshop: presentation model of a product
8.1. Python in 3D tools8.2. VRED and Unreal APIs8.3. Batch processing of models8.4. Automatic generation of variants8.5. Automatic asset validation8.6. Composed scenes with OpenUSD8.7. Version control with Perforce and Git LFS8.8. Continuous integration for 3D assets8.9. Developing in-house tools8.10. Laboratory: batch export script
9.1. Integration with product PLM9.2. Digital asset management (DAM)9.3. Collaboration in NVIDIA Omniverse9.4. Cloud storage and rendering9.5. Permissions and data confidentiality9.6. Review and approval workflows9.7. Annotations and change tracking9.8. Protection of intellectual property9.9. Collaboration with external agencies9.10. Case study: pipeline shared with an agency
10.1. Web configurators with server-side rendering10.2. Catalogue images without photography10.3. CGI versus a real photo shoot10.4. Video production with game engines10.5. Content for social media10.6. Interactive experiences at trade fairs10.7. Visual consistency with the brand10.8. Content production planning10.9. Measuring commercial impact10.10. Practical exercise: launch video in Unreal
11.1. Diffusion models in ideation11.2. AI texture generation11.3. Neural rendering and denoising11.4. Gaussian splatting for capture11.5. NeRF radiance fields11.6. AI resolution upscaling11.7. Ethics and transparency of generated images11.8. Copyright of generated content11.9. Integrating AI into the pipeline11.10. Workshop: capture with gaussian splatting
12.1. Definition of the visualisation case12.2. Design of the proposed pipeline12.3. CAD data preparation12.4. Materials, light and scene12.5. Complementary physical prototype12.6. Real-time interactive experience12.7. Automation of key tasks12.8. Evaluation of quality and efficiency12.9. Master's Thesis report12.10. Master's Thesis: defence before a panel
How you'll learn
A 100% online programme on the SEIUM campus, with downloadable materials, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within each intake, so the programme is compatible with full-time work.
Each module combines theory, guided reading of the original standard and applied exercises. The working software is Autodesk VRED, Unreal Engine, Blender, KeyShot and NVIDIA Omniverse, in free, academic or evaluation versions. Testing is studied through real procedures: design reviews in virtual reality, production of models with additive manufacturing and validation of digital materials against physical samples. Assessment is continuous by module, plus the final Master's Thesis.
Standards covered: ISO 10303-242:2022, ISO 14306:2017, ISO/IEC 12113:2022, ISO/ASTM 52900:2021, ISO/ASTM 52910:2018 and ISO 3664:2009.
Build it end to end
Your final project follows the real engineering workflow, step by step, reviewed by your tutor.
Where this takes you
Requirements
- A university degree in engineering, science or architecture, or equivalent demonstrable professional experience.
- An internet connection and a computer capable of running the programme software.
- English sufficient to read technical standards.
Ready to start?
Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.
Frequently asked questions
The programme totals 1,900 hours over 12–14 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.
You work with Autodesk VRED, Unreal Engine, Blender, KeyShot and NVIDIA Omniverse, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.
A SEIUM Institute diploma, awarded on passing the continuous assessment and the Master's Thesis. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.
Yes. Modules passed in a course or postgraduate diploma in the same area are recognised in the higher programme. Ask about the recognition policy when you enrol.
A university degree in engineering, science or architecture (or equivalent professional experience), a computer able to run the software and English sufficient to read technical standards.
Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.
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