Cloning USD subtrees to create copies at new paths. Use when user asks to clone, duplicate, copy a prim, or create instances of existing geometry.
原文の言語: 英語
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SkillsMP は NVIDIA-Omniverse/ovrtx から 38 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
収集済み skill 38 件中 38 件を表示しています。
Cloning USD subtrees to create copies at new paths. Use when user asks to clone, duplicate, copy a prim, or create instances of existing geometry.
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
Creating and configuring an ovrtx renderer instance. Use when user asks to create a renderer, initialize ovrtx, configure renderer options, or set up ovrtx.
原文の言語: 英語
Upgrade skill: migrate user C/C++ application code from ovrtx 0.3.x standalone stage APIs to ovrtx 0.4.x attached to ovstage 0.1.x. Use when the user asks to "upgrade from 0.3 to 0.4 with ovstage", "ovrtx 0.4 ovstage 0.1 migration", "migrate my ovrtx app", or…
原文の言語: 英語
Upgrade skill to migrate an existing Python ovrtx codebase from 0.3.x to 0.4.x by moving scene population, cloning, queries, attribute reads, writes, mappings, and persistent binding workflows to ovstage while keeping rendering in ovrtx. Use when the user…
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
High-level overview of a typical ovrtx application lifecycle. Use when user asks how to structure an ovrtx program, what the main steps are, or how the pieces fit together.
原文の言語: 英語
Asynchronous operation patterns including polling, timeouts, and non-blocking workflows. Use when user asks about async rendering, non-blocking operations, polling, timeouts, or parallel rendering.
原文の言語: 英語
Replacing persistent ovrtx attribute bindings with reusable ovstage queries for repeated writes or maps. Use when user asks about persistent bindings, repeated writes, efficient animation loops, bind_attribute, or updating transforms every frame with…
原文の言語: 英語
Authoring and configuring OmniLidar sensor prims and lidar PointCloud render outputs. Use when user asks to create a lidar scene, configure an OmniLidar prim, choose lidar output frame/coordinate behavior, or request lidar PointCloud channels.
原文の言語: 英語
Authoring and configuring OmniRadar sensor prims and radar PointCloud render outputs. Use when user asks to create a radar scene, configure an OmniRadar prim, choose radar output frame/coordinate behavior, configure radar scan outputs, or request radar…
原文の言語: 英語
GPU interop patterns for CUDA arrays, timeline semaphores, and Vulkan shared memory. Use when user asks about CUDA interop, GPU rendering pipelines, Vulkan interop, shared memory, or timeline semaphores.
原文の言語: 英語
Interpreting already-read lidar PointCloud tensors: channel meanings, units, valid point ranges, coordinate-frame implications, flags, IDs, normals, velocity, and visualization values. Use reading-sensor-pointclouds when the user needs to map or fetch the…
原文の言語: 英語
Interpreting already-read radar PointCloud tensors: channel meanings, units, valid detection ranges, RCS, signed radial velocity, time offsets, flags, counts, and visualization values. Use reading-sensor-pointclouds when the user needs to map or fetch the…
原文の言語: 英語
Loading USD scenes into ovstage for rendering 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.
原文の言語: 英語
Zero-copy attribute map/unmap for direct memory access to ovstage buffers. Use when user asks about zero-copy writes, map attribute, direct memory access, or repeated mapped updates. Use attribute-bindings for repeated writes with caller-owned tensors when a…
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
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…
原文の言語: 英語
Authoring, reviewing, and fixing RTX Sensor Processing Graphs (SPG) defined across CUDA kernels, Lua launch scripts, shader USDA files, and scene RenderProduct wiring. Use when the user asks to write or debug SPG source-asset shaders,…
原文の言語: 英語
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.
原文の言語: 英語
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().
原文の言語: 英語
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.
原文の言語: 英語
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.
原文の言語: 英語
Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim.
原文の言語: 英語
Available camera render outputs for Real-Time Path-Tracing (RT2) mode. Use when user asks what AOVs/render vars are available, what format or dtype an output has, or how to read a specific output like depth, normals, albedo, or distance.
原文の言語: 英語
Error checking patterns for both C and Python. Use when user asks about error handling, checking errors, debugging ovrtx failures, or troubleshooting.
原文の言語: 英語
Mapping rendered output to access pixel data on CPU or GPU. Use when user asks to get pixels, read an image, save a PNG, display rendered output, or access render var data.
原文の言語: 英語
Restricting RenderProducts to specific CUDA-visible device indices with the USD deviceIds attribute. Use when a scene, test, or example must constrain a RenderProduct to CUDA-visible GPU 0 or another explicit set of CUDA-visible GPUs, especially for multi-GPU…
原文の言語: 英語
Assigning USD SemanticsAPI class and label metadata for semantic segmentation and ground-truth annotation outputs. Use when user asks to label objects, assign semantic class/label metadata, configure semantic segmentation labels, or author SemanticsAPI…
原文の言語: 英語
Working with ovx_string_t in C and C++. Use when user asks about printing, comparing, or converting ovx strings.
原文の言語: 英語
Writing 4x4 transform matrices to move, rotate, or scale prims. Use when user asks to move an object, set a transform, update position, animate a transform, or set a camera transform.
原文の言語: 英語
Adding new tested code snippets for documentation pages. Use when adding code examples to RST docs, creating new doc pages, or migrating inline code blocks to tested snippets.
原文の言語: 英語
Loading a base USD scene with additional runtime prims in tests. Use when a doc test needs to combine a scene file with RenderProducts or other prims that aren't in the original scene.
原文の言語: 英語