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NVIDIA-Omniverse/omniverse-labs - Page 2

SkillsMP has collected 136 skills from NVIDIA-Omniverse/omniverse-labs. Open a skill to review its source and details.

NVIDIA-Omniverse/omniverse-labs

Showing 40 of 136 collected skills.

occupation
Architects, Except Landscape & Naval
description

Reconstruct a measured Blender asset from one or more image references, wireframes, logos, or orthographic views, then validate scale, registered cameras, landmarks, silhouette, materials, and OVRTX output. Use for reference-locked modeling, orthographic…

updated
occupation
Drafters, All Other
description

Install or verify the official SimReady Blender add-on, author one physics-ready prop through its real operators and properties, run available validators, export and reopen USD, and verify compatibility with the pinned public OVRTX uni-body conversion. Use…

updated
occupation
Drafters, All Other
description

Take one Blender prop through a concise SimReady workflow: preserve the source, author and validate it with the official SimReady add-on, check the supported OVRTX conversion boundary, run a native OVPhysX drop/contact test when appropriate, and prepare a…

updated
occupation
Drafters, All Other
description

Create and validate Blender UVs, atlases, PBR image materials, decals, and bake targets for Blender and OVRTX. Use when textures stretch, colors are wrong, alpha is black, baking fails, or a material must survive USD/MaterialX handoff. The OVRTX…

updated
occupation
Drafters, All Other
description

Make a reproducible, self-contained USD handoff from a Blender scene or existing USD layer by copying inputs, closing relative dependencies, and flattening into a derived USDA/USDC. Use when preparing an OVRTX, OVPhysX, SimReady, or downstream DCC handoff;…

updated
occupation
Drafters, All Other
description

Inspect a Blender-exported or supplied USD stage for composition, transforms, units, materials, cameras, render products, semantics, and physics while retaining source-to-derived provenance. Use before OVRTX/OVPhysX handoff, when a render looks wrong, or when…

updated
occupation
Software Developers
description

Route and implement source changes in the OVRTX Blender add-on. Use when adding Blender properties or UI, render settings, scene or USD conversion, interactive edits, render sequences, sensor products, viewport presentation, diagnostics, or tests.

updated
occupation
Software Developers
description

Safely inspect, open, import, modify, and share externally supplied Blender, USD, texture, archive, and reference content. Use before handling content of unknown or third-party origin, downloading dependencies, or publishing scene evidence.

updated
occupation
Software Developers
description

Collect Blender diagnostics locally and create a separate, sanitized support bundle for sharing. Use when preparing logs, reports, screenshots, scene metadata, or reproduction artifacts for troubleshooting or review.

updated
occupation
Software Developers
description

Extend the OVRTX Blender add-on with new interactive transform, material, light, world, UV, camera, physics, or semantic edit families. Use when implementing Blender depsgraph extraction, typed USD value conversion, live runtime submission, durable write…

updated
occupation
Software Developers
description

Extend the OVRTX Blender add-on's light and World conversion, initial USD presentation, USD prim resolution, and interactive live edits. Use when adding Blender light fields or families, dome/World policies, topology classification, typed USD attributes,…

updated
occupation
Software Developers
description

Extend and test Blender material graph conversion to MaterialX OpenPBR in the OVRTX Blender add-on. Use when adding supported shader nodes, sockets, texture operations, UV handling, material bindings, fallback policy, conversion diagnostics, or OpenPBR parity.

updated
occupation
Software Developers
description

Extend the OVRTX Blender add-on's authored-scene generation for evaluated geometry, mesh topology, modifiers, Geometry Nodes, and object instances. Use when changing Blender-to-USD export coverage, identity mapping, topology fingerprints, sparse generation…

updated
occupation
Software Developers
description

Map unfamiliar or multi-repository codebases before refactoring, integration, or feature work. Use when Codex needs to analyze submodules, ownership boundaries, APIs, duplicate implementations, build/test surfaces, risk areas, and a practical refactor…

updated
occupation
Computer Occupations, All Other
description

Coordinate multiple AI agents or subagents on software work without duplicating effort or causing conflicts. Use when Codex is explicitly asked to delegate exploration, implementation, review, testing, integration, or parallel analysis across a codebase.

updated
occupation
Software Developers
description

Maintain C ABIs and language bindings as exact, testable contracts. Use when evolving public headers, ctypes/cffi/pybind/Rust/JS bindings, shared libraries, struct layouts, GPU/native APIs, or any cross-language boundary where drift can cause crashes or…

updated
occupation
Software Developers
description

Debug rendering, viewer, shader, material, camera, lighting, and GPU integration bugs with reproducible visual evidence. Use when scenes render blank, only appear after camera motion, show incorrect shading, diverge across backends, crash in GUI mode, or need…

updated
occupation
Software Developers
description

Refactor disjoint or duplicated projects into clear layered architecture with canonical contracts and thin adapters. Use when viewers, renderers, bindings, data libraries, plugins, or services overlap and need maintainable ownership boundaries without losing…

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occupation
Software Developers
description

Identify and remove obsolete legacy, fallback, staging, compatibility, duplicate, generated, and reference code before creating clean initial commits or new project history. Use when a repo is being reset, consolidated, or prepared for a cleaner public…

updated
occupation
Software Developers
description

Load USD scenes through NanoUSD and convert composed USD prims into renderer-ready geometry, material, light, camera, transform, instancing, texture, and diagnostic representations. Use when implementing, debugging, or validating NanoUSD-based scene…

updated
occupation
Software Developers
description

Design, debug, or validate physically based renderer behavior against a reference renderer. Use when Codex works on PBR materials, USD light semantics, shadows, transparency, GI, emissive sampling, tone mapping, AOVs, stochastic sampling, path tracing, ray…

updated
occupation
Software Developers
description

Make native builds, command-line tools, viewers, plugins, shaders, test harnesses, and packaged artifacts portable across working directories, install trees, copied build trees, users, and machines. Use when Codex works on CMake/install rules, RPATH/RUNPATH,…

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occupation
Software Developers
description

Port an existing nanoUSD renderer to a new GPU backend or API (e.g. Vulkan to Metal, DX12, or WebGPU) or stand up a second backend behind the shared renderer contract. Use when Codex adds a backend, translates shaders and RHI calls across graphics APIs,…

updated
occupation
Software Developers
description

Define and govern the shared renderer C ABI and backend capability contract so multiple backends stay interchangeable and parity is machine-checked. Use when Codex designs or changes the public renderer header, adds a capability/AOV/entry point, reports what…

updated
occupation
Software Developers
description

Build a renderer backend to a hard resource or capability budget — low VRAM, raster-only (no hardware ray tracing), or a portable/embedded GPU like OpenGL ES — where features must be baked, capped, or degraded rather than ported wholesale from the high-end…

updated
occupation
Software Quality Assurance Analysts & Testers
description

Create and maintain renderer feature validation matrices for correctness, performance, backend parity, and test coverage. Use when Codex plans renderer milestones, delegates subagent work, compares against Kit/Hydra/reference output, or decides whether a…

updated
occupation
Software Developers
description

Share renderer output zero-copy across GPU APIs and runtimes (Vulkan↔CUDA, Metal/MPS, DLPack to Warp/PyTorch) and own GPU resource lifetime and teardown across that boundary. Use when Codex wires external-memory/-semaphore interop, hands a render target to a…

updated
occupation
Software Quality Assurance Analysts & Testers
description

Design, implement, and run golden-image renderer comparison harnesses for graphics and viewer projects. Use when Codex needs to capture renderer output, compare Vulkan/OpenGL/Metal or other backends against golden images, refresh baselines, choose…

updated
occupation
Software Developers
description

Sequence a nanoUSD renderer build from nothing into a correct, scalable backend using only the renderer skill set. Use when Codex starts a new renderer or backend, plans renderer milestones and phase order, decides what must be correct before the next layer,…

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occupation
Software Developers
description

Design, review, or refactor high-performance renderer architecture for large USD scenes. Use when Codex needs to reason about target-quality/SOTA renderer architecture, instancing, batching, draw calls, frame-time budgets, geometry streaming, GPU buffer…

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occupation
Software Developers
description

Design real-time, headless, multi-camera renderers that produce reproducible sensor data for simulation and RL training. Use when Codex builds or reviews a renderer feeding a physics/RL loop (IsaacLab, Newton, MuJoCo), works on determinism/reproducibility,…

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occupation
Software Developers
description

Keep host C/C++ structs and the shaders that read them byte-for-byte in sync — SSBO/UBO/push-constant layout, binding indices, and shared constants across GLSL/MSL/SPIR-V. Use when Codex adds or changes a struct shared between host code and a shader, wires…

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occupation
Software Developers
description

Drive a renderer from a physics/RL simulation loop (IsaacLab, Newton, MuJoCo) — per-step transform/visibility updates from physics state, time handling, frame pacing, and the consumer contract. Use when Codex integrates a renderer into a training/sim loop,…

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occupation
Software Developers
description

Reset renderer/reference parity work when beauty images, scalar metrics, repeated local tweaks, or narrow target slices stop improving. Use when signed residuals stay structured, AOVs disagree with beauty, noise or denoising hides lighting/shadow detail,…

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occupation
Software Developers
description

Design renderer features from the target-quality architecture first, including radical subsystem replacement when incremental slices are exhausted. Use when Codex implements or plans path tracing, denoising, lighting, sampling, acceleration structures, scene…

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occupation
Software Developers
description

Plan and execute code changes with focused verification at each layer. Use when implementing fixes or refactors that need builds, tests, smoke runs, screenshots, logs, benchmarks, or clear residual-risk reporting before handoff.

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occupation
Software Developers
description

Use to generate or densify an OpenUSD stage from sketch-stage inputs (bounds / scale / densification mode / asset pack / intent), with the LLM driving placement one object at a time through collision-gated spatial-query tools while the user watches a live…

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occupation
Software Developers
description

Use this skill when presenting benchmark results that compare the generated skillgraph nanousd backend against nanousd's default backend or another baseline backend.

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occupation
Software Developers
description

Use this skill when implementing or verifying a generated read-only backend for nanousd's C API.

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occupation
Software Developers
description

Use this skill when implementing runtime stage-open orchestration for composed USD stages.

updated
Showing 40 of 136 collected skills.