Master'sDesign, HMI & Product Applications open

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.

Duration1900 h
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute diploma
Virtual lab · try it before you enrol

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Run a real engineering trade-off from this programme. Move the sliders, watch the model react in real time and beat the challenge.

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Learning outcomes

What you will be able to do

01

Design digital pipelines from CAD through to final visualisation.

02

Prepare CAD data for rendering and real time with quality and performance.

03

Create physically correct materials and lighting.

04

Develop configurators and interactive experiences in game engines.

05

Organise design reviews in virtual and mixed reality.

06

Produce rapid physical prototypes with additive manufacturing and CNC.

07

Automate pipeline tasks with scripting and OpenUSD.

Profile

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.
Standards & tools

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
Syllabus

12 modules · 1900 h

  1. 1.1From sketch to digital production
  2. 1.2Stages of a product pipeline
  3. 1.3Native and neutral formats
  4. 1.4Interoperability between CAD, rendering and engines
  5. 1.5Digital asset management
  6. 1.6Naming conventions and data structure
  7. 1.7Automation of repetitive tasks
  8. 1.8Technical roles: TDs and artists
  9. 1.9Pipeline efficiency metrics
  10. 1.10Case study: pipeline map of a studio
  1. 2.1Preparing CAD data for rendering
  2. 2.2Tessellation and polygon control
  3. 2.3Retopology and mesh optimisation
  4. 2.4UV maps and unwrapping
  5. 2.5Levels of detail (LOD)
  6. 2.6Lightweight JT and glTF data
  7. 2.7Instances and configuration variants
  8. 2.8Cleaning and repairing geometry
  9. 2.9Integrating 3D scans into the scene
  10. 2.10Laboratory: preparing a vehicle for real time
  1. 3.1Physically based rendering (PBR)
  2. 3.2BRDF and BTDF reflectance models
  3. 3.3Multi-layer paints with flakes
  4. 3.4Measured materials in AxF format
  5. 3.5Lighting with HDRI maps
  6. 3.6Virtual photo studios
  7. 3.7Real-time ray tracing
  8. 3.8Production path tracing
  9. 3.9ACES colour management
  10. 3.10Practical exercise: measured metallic paint material
  1. 4.1Image production with Autodesk VRED
  2. 4.2Fast workflows with KeyShot
  3. 4.3Blender Cycles in professional environments
  4. 4.4Render passes and AOVs
  5. 4.5Compositing in Nuke
  6. 4.6Render farms and queues
  7. 4.7Product and camera animation
  8. 4.8Virtual optics and depth of field
  9. 4.9Post-production and retouching
  10. 4.10Workshop: image campaign for a product
  1. 5.1Unreal Engine for industrial products
  2. 5.2Unity in industrial visualisation
  3. 5.3Nanite and Lumen in complex scenes
  4. 5.4Interactive 3D configurators
  5. 5.5Pixel streaming to the browser
  6. 5.6Visual logic with Blueprints
  7. 5.7Custom shaders and materials
  8. 5.8Performance profiling and frame rate
  9. 5.9Multi-platform and web deployment
  10. 5.10Laboratory: vehicle configurator in Unreal
  1. 6.1Design reviews in virtual reality
  2. 6.2Headsets and their optical resolution
  3. 6.3Remote multi-user collaboration
  4. 6.4Mixed reality with passthrough
  5. 6.5Evaluation at 1:1 scale
  6. 6.6Simulation sickness and mitigation
  7. 6.7Hand tracking and controllers
  8. 6.8Augmented reality on tablets
  9. 6.9Holographic displays and powerwalls
  10. 6.10Practical exercise: multi-user review of an interior
  1. 7.1FDM printing for volumes
  2. 7.2High-resolution SLA stereolithography
  3. 7.3SLS and MJF sintering
  4. 7.4Multi-material and colour PolyJet
  5. 7.5Metal additive manufacturing
  6. 7.6CNC milling of models
  7. 7.7Industrial clay milling
  8. 7.8Silicone moulds and casting
  9. 7.9Finishing and painting of prototypes
  10. 7.10Workshop: presentation model of a product
  1. 8.1Python in 3D tools
  2. 8.2VRED and Unreal APIs
  3. 8.3Batch processing of models
  4. 8.4Automatic generation of variants
  5. 8.5Automatic asset validation
  6. 8.6Composed scenes with OpenUSD
  7. 8.7Version control with Perforce and Git LFS
  8. 8.8Continuous integration for 3D assets
  9. 8.9Developing in-house tools
  10. 8.10Laboratory: batch export script
  1. 9.1Integration with product PLM
  2. 9.2Digital asset management (DAM)
  3. 9.3Collaboration in NVIDIA Omniverse
  4. 9.4Cloud storage and rendering
  5. 9.5Permissions and data confidentiality
  6. 9.6Review and approval workflows
  7. 9.7Annotations and change tracking
  8. 9.8Protection of intellectual property
  9. 9.9Collaboration with external agencies
  10. 9.10Case study: pipeline shared with an agency
  1. 10.1Web configurators with server-side rendering
  2. 10.2Catalogue images without photography
  3. 10.3CGI versus a real photo shoot
  4. 10.4Video production with game engines
  5. 10.5Content for social media
  6. 10.6Interactive experiences at trade fairs
  7. 10.7Visual consistency with the brand
  8. 10.8Content production planning
  9. 10.9Measuring commercial impact
  10. 10.10Practical exercise: launch video in Unreal
  1. 11.1Diffusion models in ideation
  2. 11.2AI texture generation
  3. 11.3Neural rendering and denoising
  4. 11.4Gaussian splatting for capture
  5. 11.5NeRF radiance fields
  6. 11.6AI resolution upscaling
  7. 11.7Ethics and transparency of generated images
  8. 11.8Copyright of generated content
  9. 11.9Integrating AI into the pipeline
  10. 11.10Workshop: capture with gaussian splatting
  1. 12.1Definition of the visualisation case
  2. 12.2Design of the proposed pipeline
  3. 12.3CAD data preparation
  4. 12.4Materials, light and scene
  5. 12.5Complementary physical prototype
  6. 12.6Real-time interactive experience
  7. 12.7Automation of key tasks
  8. 12.8Evaluation of quality and efficiency
  9. 12.9Master's Thesis report
  10. 12.10Master's Thesis: defence before a panel
Methodology, software & labs

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.

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of ISO 10303-242, ISO 14306 and ISO/IEC 12113 applied to real cases, not as a theoretical annex.
Industry software:Autodesk VRED, Unreal Engine, Blender, KeyShot and NVIDIA Omniverse, in free, academic or evaluation versions.
Master's Thesis with defence:a complete visualisation pipeline for a real case, from CAD data preparation, materials and lighting to a complementary physical prototype, a real-time interactive experience and automated key tasks, defended before a panel.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Real-time data preparation
Prepare a vehicle CAD model for real-time use with LODs and lightweight formats.
Measured paint material
Create a measured metallic paint material with physically based rendering.
Unreal configurator
Build an interactive vehicle configurator in Unreal Engine.
Batch export automation
Write a batch export script to automate pipeline tasks.
Master's Thesis
Design and implement a complete visualisation pipeline with a real-time experience, defended before a panel.
Career opportunities

Where this takes you

3D visualisation specialistPipeline technical directorReal-time configurator developerRapid prototyping technicianMaterials and rendering artistIndustrial virtual reality specialist
Admissions & scholarships

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.

FAQ

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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