| name | picking-selection |
| description | 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.
|
| license | LicenseRef-NvidiaProprietary |
| version | 0.3.0 |
| author | NVIDIA ovrtx |
| tags | ["ovrtx","picking","selection"] |
| tools | ["Read","Grep"] |
Picking and Selection
When to Use
Use this skill when implementing click picking, drag selection, printing picked prim names, or highlighting selected prims.
Inputs
Resolve inputs in this order: existing repository files and referenced snippets, explicit user request, then broader agent context.
- Target API surface: Python, C/C++, USD, or a combination.
- RenderProduct path, plus the UI click or marquee coordinates converted to normalized RenderProduct coordinates.
- Desired pick result handling: path ID decoding, picked prim names, pickability filtering, or selected-path storage.
- Selection outline requirements: group IDs, colors, fill mode, and whether the picking RenderProduct must be pinned to CUDA-visible GPU 0.
- Repository source snippets referenced below. Treat these snippets as the API source of truth.
Prerequisites
- Use an ovrtx checkout that contains the referenced examples and docs tests.
- Read the relevant
> **Source:** snippet before writing or explaining API usage.
- Confirm the picking RenderProduct is pinned to CUDA-visible GPU 0; use
render-product-device-pinning when that USD authoring is missing.
- Use
reading-render-output only for general render-var readback; pick hit decoding follows this skill's snippets.
Instructions
- Identify whether the task is click picking, marquee selection, pickability filtering, path decoding, or selection-outline styling.
- Ensure the RenderProduct used for picking is running on CUDA-visible GPU 0 before adding pick queries.
- Read the matching Python or C snippet for enqueueing the pick query, mapping the hit buffer, and resolving prim path IDs.
- Keep selection outline group assignment separate from pick-hit decoding; use the style/group snippets only after the selected paths are known.
- When changing code, run the picking-selection docs test that owns the snippet whenever practical.
Output Format
- For explanations, cite the relevant API names, source snippets, and caveats.
- For code changes, summarize the files changed, snippets affected, and validation run.
Scripts
This skill has no scripts.
Limitations
- Picking currently only works for RenderProducts running on CUDA-visible GPU 0.
- Outline dashing or stippling is not supported by the underlying RTX outline pipeline.
- The referenced snippets remain the source of truth; update or add tested snippets before documenting new API usage.
Overview
Picking is a RenderProduct-space query consumed by the next renderer step. The
result is a synthetic render var named ovrtx_pick_hit / OVRTX_RENDER_VAR_PICK_HIT.
Each hit stores a path-dictionary id, not a string.
Picking coordinates are normalized RenderProduct coordinates, not window or
pixel coordinates. Use [0, 1] top-left-origin semantics:
- x = 0 is the left edge, and x = 1 is the right edge.
- y = 0 is the top edge, and y = 1 is the bottom edge.
- The rectangle uses the same convention as the old pixel API:
right_ndc and
bottom_ndc mark the edge just past the last included pixel.
- The old one-pixel rectangle [50, 50, 51, 51] on a 100 x 100 RenderProduct is
[0.50, 0.50, 0.51, 0.51] in NDC.
- The full RenderProduct is [0, 0, 1, 1].
- A one-pixel pick at pixel (px, py) on a width x height RenderProduct is:
left_ndc = px / width, top_ndc = py / height,
right_ndc = (px + 1) / width, bottom_ndc = (py + 1) / height.
- Callers should clamp UI drags to [0, 1]. The API rejects out-of-bounds
coordinates, but old pixel-space values that already fall inside [0, 1] are
valid NDC and can be ambiguous during migration (boundary values may be
clamped to the valid range to account for floating-point roundoff).
Current limitation: picking only works for RenderProducts running on
CUDA-visible GPU 0. In multi-GPU scenes, restrict picking RenderProducts to
CUDA-visible GPU 0 by authoring uint[] deviceIds = [0]. deviceIds is an
allow-list of indices into CUDA_VISIBLE_DEVICES; ovrtx may choose any
CUDA-visible GPU from the list.
Selection drawing is separate from picking. Enable the selection outline pass at
renderer creation, then set non-zero selection outline group ids on the prims
that should be outlined. Write group 0 to clear an outline.
Selection styling has two layers:
- Global renderer-creation state controls outline width and fill mode.
- Runtime per-group state controls outline and fill colors. Prims opt into a
style by passing that group's id to
Renderer.set_selection_outline_group() /
ovrtx_set_selection_outline_group().
Fill colors are visible only when the renderer is created with a fill mode that
uses per-group fill color, such as GROUP_FILL_COLOR /
OVRTX_SELECTION_FILL_MODE_GROUP_FILL_COLOR.
Workflow
- Load the stage and identify the RenderProduct path. For picking, ensure that RenderProduct is restricted to CUDA-visible GPU 0 in USD.
- Convert UI/window input into normalized RenderProduct coordinates.
- Queue a pick query before the next step. Use a one-pixel-equivalent NDC rectangle for click picking and a larger rectangle for marquee selection.
- Step the renderer for the same RenderProduct.
- Find and CPU-map the synthetic pick-hit render var.
- Validate the
magic / version params and read named tensors such as primPath.
- Resolve
primPath ids through the renderer path dictionary when reporting picked prim names.
- Print or otherwise report the resolved prim names.
- Optionally set group
0 to clear the previous selection and group 1 to outline the new selection.
Python
Create a renderer with outline drawing enabled
Source: tests/docs/python/test_picking_selection.py snippet doc-create-selection-outline-renderer-python
Enqueue a click or marquee pick
Source: tests/docs/python/test_picking_selection.py snippet doc-enqueue-pick-query-python
Decode the pick-hit buffer
Source: tests/docs/python/test_picking_selection.py snippet doc-read-pick-hit-buffer-python
Resolve picked prim names
Source: tests/docs/python/test_picking_selection.py snippet doc-resolve-picked-prim-paths-python
Resolve path ids before printing names. Selection outline calls accept duplicate
path ids or strings; the last occurrence wins. Print the resolved strings, not
the numeric path ids.
Mark prims pickable or unpickable
Source: tests/docs/python/test_picking_selection.py snippet doc-set-pickable-python
Draw selection outlines
Source: tests/docs/python/test_picking_selection.py snippet doc-set-selection-outline-group-python
Clear selection outlines
Source: tests/docs/python/test_picking_selection.py snippet doc-clear-selection-outline-group-python
Create a styled selection renderer
Source: tests/docs/python/test_picking_selection.py snippet doc-create-styled-selection-renderer-python
Configure global style state at renderer creation:
selection_outline_width controls outline thickness in pixels (0..15).
selection_fill_mode controls whether selected prim interiors are filled and
which color source they use.
Changing these global settings requires recreating the renderer.
Set per-group selection styles
Source: tests/docs/python/test_picking_selection.py snippet doc-set-selection-group-styles-python
Use Renderer.set_selection_group_styles() to assign outline and fill RGBA
colors to group ids. The operation is stream-ordered and affects subsequent
steps. Later writes to the same group id win.
Assign styled groups to prims
Source: tests/docs/python/test_picking_selection.py snippet doc-assign-selection-style-groups-python
Use Renderer.set_selection_outline_group() to choose which styled selection
group each prim uses. This is the per-prim part of selection styling.
C
Create a renderer with outline drawing enabled
Source: tests/docs/c/test_picking_selection.cpp snippet doc-create-selection-outline-renderer-c
Enqueue a click or marquee pick
Source: tests/docs/c/test_picking_selection.cpp snippet doc-enqueue-pick-query-c
Decode the pick-hit buffer
Source: tests/docs/c/test_picking_selection.cpp snippet doc-read-pick-hit-buffer-c
Resolve picked prim names
Source: tests/docs/c/test_picking_selection.cpp snippet doc-resolve-picked-prim-paths-c
The helper used by the C snippet shows the path dictionary calls needed to turn
an ovx_primpath_t into a UTF-8 path.
Source: tests/docs/c/helpers.h snippet doc-resolve-primpath-helper-c
Mark prims pickable or unpickable
Source: tests/docs/c/test_picking_selection.cpp snippet doc-set-pickable-c
Draw selection outlines
Source: tests/docs/c/test_picking_selection.cpp snippet doc-set-selection-outline-group-c
Clear selection outlines
Source: tests/docs/c/test_picking_selection.cpp snippet doc-clear-selection-outline-group-c
Create a styled selection renderer
Source: tests/docs/c/test_picking_selection.cpp snippet doc-create-styled-selection-renderer-c
Configure global style state at renderer creation with
ovrtx_config_entry_selection_outline_width() and
ovrtx_config_entry_selection_fill_mode(). Changing these global settings
requires recreating the renderer.
Set per-group selection styles
Source: tests/docs/c/test_picking_selection.cpp snippet doc-set-selection-group-styles-c
Use ovrtx_set_selection_group_styles() to assign outline and fill RGBA colors
to group ids. The operation is stream-ordered and affects subsequent steps.
Later writes to the same group id win.
Assign styled groups to prims
Source: tests/docs/c/test_picking_selection.cpp snippet doc-assign-selection-style-groups-c
Use ovrtx_set_selection_outline_group() to set each prim's outline group id.
The group id selects which per-group style that prim uses.
Key Types / Functions
| Python | C |
|---|
Renderer.enqueue_pick_query() | ovrtx_enqueue_pick_query() |
Renderer.resolve_prim_path_id() | ovrtx_get_path_dictionary() plus path dictionary utilities |
RendererConfig(selection_outline_enabled=True) | ovrtx_config_entry_selection_outline_enabled(true) |
RendererConfig(selection_outline_width=...) | ovrtx_config_entry_selection_outline_width(...) |
RendererConfig(selection_fill_mode=SelectionFillMode.GROUP_FILL_COLOR) | ovrtx_config_entry_selection_fill_mode(OVRTX_SELECTION_FILL_MODE_GROUP_FILL_COLOR) |
Renderer.set_selection_group_styles() | ovrtx_set_selection_group_styles() |
SelectionGroupStyle | ovrtx_selection_group_style_t |
Renderer.set_selection_outline_group() | ovrtx_set_selection_outline_group() |
Renderer.set_pickable() | ovrtx_set_pickable() |
OVRTX_RENDER_VAR_PICK_HIT | OVRTX_RENDER_VAR_PICK_HIT |
OVRTX_PICK_FLAG_GIZMO, OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO | OVRTX_PICK_FLAG_GIZMO, OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO |
Pick-hit render-var layout:
- Params:
magic, version, hitCount.
- Tensors:
primPath, objectType, geometryInstanceId, worldPositionM, worldNormal.
- Validate
OVRTX_PICK_HIT_MAGIC and OVRTX_PICK_HIT_VERSION before reading tensors.
- C path resolution needs
ovx/path_dictionary/path_dictionary_utils.h; selection and pickability APIs are declared in ovrtx/ovrtx.h.
Pick query flags:
OVRTX_PICK_FLAG_GIZMO also requests gizmo picking.
OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO requests tracked hit metadata such as
object type, geometry instance id, world position, and world normal when
available.
UI Integration Notes
- Convert from window or framebuffer coordinates to normalized RenderProduct coordinates before enqueueing a query. Do not pass raw window pixels.
- NDC values use [0, 1] top-left-origin semantics: x increases left-to-right and y increases top-to-bottom.
- For a RenderProduct of size
width by height, pixel (px, py) is left_ndc = px / width, top_ndc = py / height, right_ndc = (px + 1) / width, and bottom_ndc = (py + 1) / height.
- Use a small drag threshold so tiny mouse movement is still treated as a click.
- For drag selection, clamp both endpoints to [0, 1], then use the min values as
left_ndc/top_ndc and max values as right_ndc/bottom_ndc.
- Keep camera controls on a non-picking mouse button when adding click or marquee selection to an interactive viewport.
Troubleshooting
- The pick rectangle is in normalized RenderProduct coordinates, not window coordinates. UI integrations must convert from window or framebuffer coordinates before enqueueing.
- Enqueue the pick query before the step that should produce pick results.
- Picking currently requires the target RenderProduct to run on CUDA-visible GPU 0. Use the
render-product-device-pinning skill to author a CUDA-visible GPU 0-only deviceIds allow-list on picking RenderProducts.
- If multiple pick queries target the same RenderProduct before one step, the last query wins.
- The synthetic pick-hit render var appears only on a step that consumed a pick query.
ovrtx_pick_hit can only be mapped on CPU/default. Always unmap the output and destroy the step result after use.
- Hit records contain path ids. Resolve them before printing names or setting selection groups.
- Selection drawing requires both renderer config and non-zero per-prim group ids. Write group
0 to prims from the previous selection before writing group 1 to the next selection.
- Selection fill color has no visible effect unless the renderer's fill mode uses per-group fill color.
- Outline dashing/stippling is not supported by the underlying RTX outline pipeline.
Related Skills
render-product-device-pinning for authoring deviceIds allow-lists on
RenderProducts, including the CUDA-visible GPU 0-only list required by
current picking support.
References
- Use the
> **Source:** directives in this skill to locate tested snippets before reusing API patterns.
- Keep related skills, docs, and snippets synchronized when changing the workflow.