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
1.1From sketch to digital production1.2Stages of a product pipeline1.3Native and neutral formats1.4Interoperability between CAD, rendering and engines1.5Digital asset management1.6Naming conventions and data structure1.7Automation of repetitive tasks1.8Technical roles: TDs and artists1.9Pipeline efficiency metrics1.10Case study: pipeline map of a studio
2.1Preparing CAD data for rendering2.2Tessellation and polygon control2.3Retopology and mesh optimisation2.4UV maps and unwrapping2.5Levels of detail (LOD)2.6Lightweight JT and glTF data2.7Instances and configuration variants2.8Cleaning and repairing geometry2.9Integrating 3D scans into the scene2.10Laboratory: preparing a vehicle for real time
3.1Physically based rendering (PBR)3.2BRDF and BTDF reflectance models3.3Multi-layer paints with flakes3.4Measured materials in AxF format3.5Lighting with HDRI maps3.6Virtual photo studios3.7Real-time ray tracing3.8Production path tracing3.9ACES colour management3.10Practical exercise: measured metallic paint material
4.1Image production with Autodesk VRED4.2Fast workflows with KeyShot4.3Blender Cycles in professional environments4.4Render passes and AOVs4.5Compositing in Nuke4.6Render farms and queues4.7Product and camera animation4.8Virtual optics and depth of field4.9Post-production and retouching4.10Workshop: image campaign for a product
5.1Unreal Engine for industrial products5.2Unity in industrial visualisation5.3Nanite and Lumen in complex scenes5.4Interactive 3D configurators5.5Pixel streaming to the browser5.6Visual logic with Blueprints5.7Custom shaders and materials5.8Performance profiling and frame rate5.9Multi-platform and web deployment5.10Laboratory: vehicle configurator in Unreal
6.1Design reviews in virtual reality6.2Headsets and their optical resolution6.3Remote multi-user collaboration6.4Mixed reality with passthrough6.5Evaluation at 1:1 scale6.6Simulation sickness and mitigation6.7Hand tracking and controllers6.8Augmented reality on tablets6.9Holographic displays and powerwalls6.10Practical exercise: multi-user review of an interior
7.1FDM printing for volumes7.2High-resolution SLA stereolithography7.3SLS and MJF sintering7.4Multi-material and colour PolyJet7.5Metal additive manufacturing7.6CNC milling of models7.7Industrial clay milling7.8Silicone moulds and casting7.9Finishing and painting of prototypes7.10Workshop: presentation model of a product
8.1Python in 3D tools8.2VRED and Unreal APIs8.3Batch processing of models8.4Automatic generation of variants8.5Automatic asset validation8.6Composed scenes with OpenUSD8.7Version control with Perforce and Git LFS8.8Continuous integration for 3D assets8.9Developing in-house tools8.10Laboratory: batch export script
9.1Integration with product PLM9.2Digital asset management (DAM)9.3Collaboration in NVIDIA Omniverse9.4Cloud storage and rendering9.5Permissions and data confidentiality9.6Review and approval workflows9.7Annotations and change tracking9.8Protection of intellectual property9.9Collaboration with external agencies9.10Case study: pipeline shared with an agency
10.1Web configurators with server-side rendering10.2Catalogue images without photography10.3CGI versus a real photo shoot10.4Video production with game engines10.5Content for social media10.6Interactive experiences at trade fairs10.7Visual consistency with the brand10.8Content production planning10.9Measuring commercial impact10.10Practical exercise: launch video in Unreal
11.1Diffusion models in ideation11.2AI texture generation11.3Neural rendering and denoising11.4Gaussian splatting for capture11.5NeRF radiance fields11.6AI resolution upscaling11.7Ethics and transparency of generated images11.8Copyright of generated content11.9Integrating AI into the pipeline11.10Workshop: capture with gaussian splatting
12.1Definition of the visualisation case12.2Design of the proposed pipeline12.3CAD data preparation12.4Materials, light and scene12.5Complementary physical prototype12.6Real-time interactive experience12.7Automation of key tasks12.8Evaluation of quality and efficiency12.9Master's Thesis report12.10Master'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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