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physical-ai-neural-reconstruction

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Router for NVIDIA NuRec/NRE: USDZ rendering, NCore conversion, 3DGS, gRPC sensor sim, PhysicalAI HF datasets. Do NOT use for SimReady or infra setup.

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What this skill does


# Physical AI Neural Reconstruction (NuRec) Router

## Purpose

This is a **thin router** for NVIDIA Neural Reconstruction (NuRec)
requests. It points at the upstream `nurec-index` skill at
`https://github.com/NVIDIA/nurec-skills` and its five sibling skills
(`physical-ai-datasets`, `ncore`, `nre`, `asset-harvester`,
`nurec-fixer`). Use this skill to:

- Identify which upstream sibling skill answers a NuRec question.
- Locate, clone, or refresh the canonical `nurec-skills` checkout.
- Order multi-step NuRec workflows (data → conversion → train →
  render → cleanup) before opening the upstream recipe.

The canonical recipes (training, rendering, data conversion, dataset
downloads, object harvesting, frame cleanup) live in the upstream
sibling skills. **Never copy or reconstruct their commands here.**

**Do NOT use this skill for:**

- SimReady packaging of CAD or source meshes → use
  `omniverse-cad-to-simready`.
- Generic USD performance tuning unrelated to NuRec → use
  `omniverse-usd-performance-tuning`.
- AKS / OSMO / NIM Operator infrastructure setup → use
  `physical-ai-infrastructure-setup-and-resilient-scaling`.

## When to Use

Read this skill **first** whenever a user mentions any of:

`nurec`, `nurec router`, `nurec index`, `neural reconstruction`,
`neural reconstruction engine`, `NRE`, `3DGUT`, `3DGRT`, `USDZ`,
`NCore V4`, `sensor sim`, `novel view synthesis`,
`PhysicalAI-Autonomous-Vehicles-NuRec`, `PhysicalAI-NuRec-PPISP`,
`Cosmos-Drive-Dreams`, `asset harvester`, `nurec fixer`,
`DiffusionHarmonizer`, `harmonizer`, `difix`, `difix3d`, `serve-grpc`,
`render-grpc`, `warm serve-grpc`, `nre thin client`, `batch_render_rgb`,
`nurec teardown`, "where do I start with NuRec", "which NuRec skill
should I use for X?".

Decide which upstream sibling skill answers the question, fetch it
(see [Locate and fetch the upstream skills](#locate-and-fetch-the-upstream-skills)),
then follow that skill's body.

## Prerequisites

Router skill itself has no runtime prerequisites beyond `git` for
fetching the upstream. Downstream sibling skills require:

- **Docker + NVIDIA Container Toolkit + GPU** — for `nre`, `nre-tools`,
  and `nurec-fixer` containers
  (`nvcr.io/nvidia/nre/nre`, `nvcr.io/nvidia/nre/nre-tools`,
  `nvcr.io/nvidia/cosmos/cosmos-predict2-container:1.2`).
- **NGC API key** (`NGC_API_KEY`) — for pulling NGC containers.
- **Hugging Face token** (`HF_TOKEN`) with the
  `nvidia/PhysicalAI-*`, `nvidia/DiffusionHarmonizer`, and
  `nvidia/asset-harvester` gated licenses **accepted in advance** on
  Hugging Face.
- **Python 3.10+** with `huggingface_hub` installed.
- **(Optional)** CARLA, Isaac Sim 5.1, or AlpaSim for simulator
  integration over `serve-grpc`.

Verify secrets safely (do not echo values):

```bash
hf auth whoami
[ -n "${HF_TOKEN:-}" ]      && echo "HF_TOKEN length=${#HF_TOKEN}"      || echo "HF_TOKEN unset"
[ -n "${NGC_API_KEY:-}" ]   && echo "NGC_API_KEY length=${#NGC_API_KEY}" || echo "NGC_API_KEY unset"
```

See [`references/secrets-handling.md`](references/secrets-handling.md)
for the bash anti-patterns to avoid.

## What is NuRec?

**NuRec** (NVIDIA Omniverse Neural Reconstruction) takes camera, LiDAR,
radar, or stereo recordings — typically from a self-driving car or a
robot — and turns them into a 3D scene you can re-render from any
viewpoint. Names that come up a lot:

- **NRE** — "Neural Reconstruction Engine". NuRec is the product; NRE
  is the engine that trains and renders. Both route to the upstream
  `nre` skill.
- **USDZ** — the file format of a trained scene. A zip archive that
  Omniverse, Isaac Sim, and CARLA can open.
- **NCore V4** — the input format NRE consumes. Raw recordings must be
  converted to NCore V4 before training.
- **3DGUT / 3DGRT** — the two 3D Gaussian Splatting flavours used
  internally by NRE. The default Hydra recipe picks one; most users
  never set it manually.

A typical NuRec project has three stages:

1. **Get the input** — convert your own recording to NCore V4
   (`ncore`), or download a pre-converted dataset
   (`physical-ai-datasets`).
2. **Train the reconstruction** — feed NCore V4 to NRE; out comes a
   USDZ (`nre`).
3. **Render new views** — render images, videos, or LiDAR sweeps from
   the USDZ (`nre`).

Projects that just want to *use* an existing NVIDIA-published scene
skip step 2.

## Pick a skill

Match the user's goal in the left column and open the named upstream
skill on the right. Arrows mean "do these in order".

| I want to… | Upstream skill |
|------------|----------------|
| Find or download a NuRec dataset NVIDIA has published | `physical-ai-datasets` |
| Convert my own camera / LiDAR / radar / depth / stereo recording into NCore V4 | `ncore` |
| Write a new converter for an unsupported sensor setup (drone, RGB-D, ROS 2 bag, COLMAP, ScanNet++) | `ncore` |
| Train a 3D reconstruction from an NCore clip | `ncore` → `nre` |
| Generate the extra inputs NRE needs (segmentation masks, depth, ego mask) | `nre` (uses the `nre-tools` container) |
| Render a USDZ along the original camera positions | `nre` |
| Render at full resolution / highest quality | `nre` (see "Quality presets") |
| Render along a shifted trajectory (e.g. car moved 3 m left) | `nre` |
| Render through a server so CARLA / Isaac Sim / AlpaSim / a custom simulator can ask for frames | `nre` (`serve-grpc`) |
| Render the same USDZ many times back-to-back from Python with minimal per-call latency | `nre` (warm `serve-grpc` + thin Python client / `batch_render_rgb`) |
| Render LiDAR sweeps (point clouds) from a USDZ | `nre` (`render-grpc --lidar`) |
| Skip training and just render a NuRec scene NVIDIA already built | `physical-ai-datasets` → `nre` |
| Extract individual 3D objects (cars, pedestrians) from a driving clip | `asset-harvester` |
| Add, remove, or replace cars / pedestrians in a NuRec scene | `asset-harvester` → `nre` |
| Clean up or harmonize rendered frames (ghosting, floaters, flicker, lighting/shadows) | `nurec-fixer`, **or** `--enable-difix` inside `nre` for inline rendering |
| Export the scene as a PLY, mesh, depth maps, ego mask, etc. | `nre` |
| Upgrade an old USDZ so newer NRE versions load it faster | `nre` (`upgrade-artifact`) |
| Open a USDZ or PLY in a browser viewer | `nre` (`viewer` / `ply_viewer`) |
| Measure rendering quality (PSNR, SSIM, LPIPS) against ground truth | `nre` (`eval-rendering-metrics`) |
| Benchmark different reconstruction methods on the same scenes | `physical-ai-datasets` (`PhysicalAI-NuRec-PPISP`) → `nre` |
| Train on multiple GPUs or on SLURM | `nre` (Workflow D) |

## Common workflows

Six end-to-end workflows are documented in
[`references/workflows.md`](references/workflows.md):

- **A.** Make a NuRec scene from your own recording.
- **B.** Use a NuRec scene NVIDIA has already trained.
- **C.** Add, remove, or replace 3D objects in a scene.
- **D.** Clean up rendered frames.
- **E.** Benchmark reconstruction quality.
- **F.** Connect NuRec to a simulator.

Open that file when the user's task spans more than one sibling skill.

## Sibling skills (upstream)

| Name | Upstream folder | What it does |
|------|-----------------|--------------|
| `physical-ai-datasets` | `.agents/skills/physical-ai-datasets/` | Catalog and download recipes for every NVIDIA Physical AI dataset on Hugging Face (driving, robotics, manipulation, NuRec scenes, benchmarks). |
| `ncore` | `.agents/skills/ncore/` | Converts any sensor recording to NCore V4 (the format NRE needs). Also covers writing a new converter. |
| `nre` | `.agents/skills/nre/` | The Neural Reconstruction Engine itself. Trains, renders (locally, via warm `serve-grpc` + thin Python client / `batch_render_rgb`, or to an external simulator), exports meshes / point clouds / depth, edits actors, evaluates quality. |
| `asset-harvester` | `.agents/skills/asset-harvester/` | Open-source Apache-2.0 pipeline that extracts individual 3D objects from sparse views in a driving clip and saves them as `.ply` Gaussian splats with met

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