Loading USD scenes into the renderer from files, URLs, or inline USDA strings. Use when user asks to load a USD scene, compose USD content, add cameras or RenderProducts to an existing USD layer, add referenced content, or create runtime geometry.
Skills in this repository
NVIDIA-Omniverse/omniverse-labs - Page 4
SkillsMP has collected 136 skills from NVIDIA-Omniverse/omniverse-labs. Open a skill to review its source and details.
NVIDIA-Omniverse/omniverse-labsShowing 16 of 136 collected skills.
Zero-copy attribute map/unmap for direct memory access to ovrtx internal buffers. Use when user asks about zero-copy writes, map attribute, direct memory access, Warp/CUDA kernel writes into mapped tensors, or GPU attribute updates. Use attribute-bindings for…
Authoring non-visual material labels for sensor simulation. Use when user asks to assign lidar/radar/acoustic material semantics, choose nonvisual base materials, coatings, or attributes, debug material IDs, or bind sensor-facing USD materials.
Viewport picking, marquee selection, pick-hit decoding, pickability, and selection outline drawing. Use when implementing click picking, drag selection, printing picked prim names, or highlighting selected prims.
Setting up a new CMake C/C++ project that uses ovrtx. Use when user asks to create a new C project, set up CMake with ovrtx, scaffold a C++ app, or configure build dependencies.
Setting up a new Python project that uses ovrtx. Use when user asks to create a new Python project, set up ovrtx in Python, create a pyproject.toml, or scaffold a Python app.
Reading scalar or array attributes from prims into CPU or GPU tensors. Use when user asks to read an attribute value, fetch mesh data (points, faceVertexCounts, etc.), inspect a render setting, or sample transforms.
Mapping and reading lidar or radar PointCloud composite render-var tensors. Use when user asks how to access PointCloud output data, map Coordinates, Counts, Intensity, RCS, RadialVelocityMs, or TimeOffsetNs tensors, slice valid entries, or move sensor point…
Writing render settings to control rendering behavior. Use when user asks to change render settings, set max bounces, configure path tracing, change render quality, or modify RTX settings on a RenderProduct.
Creating and configuring an ovrtx renderer instance. Use when user asks to create a renderer, initialize ovrtx, configure renderer options, or set up ovrtx.
Discovering prims on the runtime stage and inspecting their attribute schemas. Use when user asks to find prims by type, filter by attribute, list all prims, or look up attribute types before reading or writing them.
Querying progress for asynchronous ovrtx operations. Use when user asks how to monitor long-running operations, show loading progress, inspect OperationStatus counters, use Operation.query_status(), or call ovrtx_query_op_status()/ovrtx_release_op_status().
Running a simulation step to produce rendered frames. Use when user asks to render a frame, step the renderer, simulate a sensor, or get an image from ovrtx.
Upgrade skill to migrate an existing ovrtx codebase from 0.2.0 to 0.3.0. Use when the user asks to "upgrade from 0.2 to 0.3", migrate ovrtx API usage, update 0.2 projects to 0.3, or fix code after moving from ovrtx 0.2.x to 0.3.x.
Warming up the renderer before capturing output. Use when user asks about warmup frames, image quality, texture streaming, path tracing convergence, or why renders look noisy/incomplete.
Writing scalar and array attribute data to prims. Use when user asks to write an attribute, set a property, change a material, set a color, or modify mesh data.