Physical AI Neural Reconstruction (NuRec) Router
Purpose
This is a
thin router for NVIDIA Neural Reconstruction (NuRec)
requests. It points at the upstream
skill at
https://github.com/NVIDIA/nurec-skills
and its five sibling skills
(
,
,
,
,
). Use this skill to:
- Identify which upstream sibling skill answers a NuRec question.
- Locate, clone, or refresh the canonical 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:
,
,
,
,
neural reconstruction engine
,
,
,
,
,
,
,
,
PhysicalAI-Autonomous-Vehicles-NuRec
,
,
,
,
,
,
,
,
,
,
,
,
,
,
, "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),
then follow that skill's body.
Prerequisites
Router skill itself has no runtime prerequisites beyond
for
fetching the upstream. Downstream sibling skills require:
- Docker + NVIDIA Container Toolkit + GPU — for , ,
and containers
(,
nvcr.io/nvidia/nre/nre-tools
,
nvcr.io/nvidia/cosmos/cosmos-predict2-container:1.2
).
- NGC API key () — for pulling NGC containers.
- Hugging Face token () with the
,
nvidia/DiffusionHarmonizer
, and
gated licenses accepted in advance on
Hugging Face.
- Python 3.10+ with installed.
- (Optional) CARLA, Isaac Sim 5.1, or AlpaSim for simulator
integration over .
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
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
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:
- Get the input — convert your own recording to NCore V4
(), or download a pre-converted dataset
().
- Train the reconstruction — feed NCore V4 to NRE; out comes a
USDZ ().
- Render new views — render images, videos, or LiDAR sweeps from
the USDZ ().
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 | |
| Convert my own camera / LiDAR / radar / depth / stereo recording into NCore V4 | |
| Write a new converter for an unsupported sensor setup (drone, RGB-D, ROS 2 bag, COLMAP, ScanNet++) | |
| Train a 3D reconstruction from an NCore clip | → |
| Generate the extra inputs NRE needs (segmentation masks, depth, ego mask) | (uses the container) |
| Render a USDZ along the original camera positions | |
| Render at full resolution / highest quality | (see "Quality presets") |
| Render along a shifted trajectory (e.g. car moved 3 m left) | |
| Render through a server so CARLA / Isaac Sim / AlpaSim / a custom simulator can ask for frames | () |
| Render the same USDZ many times back-to-back from Python with minimal per-call latency | (warm + thin Python client / ) |
| Render LiDAR sweeps (point clouds) from a USDZ | () |
| Skip training and just render a NuRec scene NVIDIA already built | → |
| Extract individual 3D objects (cars, pedestrians) from a driving clip | |
| Add, remove, or replace cars / pedestrians in a NuRec scene | → |
| Clean up or harmonize rendered frames (ghosting, floaters, flicker, lighting/shadows) | , or inside for inline rendering |
| Export the scene as a PLY, mesh, depth maps, ego mask, etc. | |
| Upgrade an old USDZ so newer NRE versions load it faster | () |
| Open a USDZ or PLY in a browser viewer | ( / ) |
| Measure rendering quality (PSNR, SSIM, LPIPS) against ground truth | () |
| Benchmark different reconstruction methods on the same scenes | () → |
| Train on multiple GPUs or on SLURM | (Workflow D) |
Common workflows
Six end-to-end workflows are documented in
:
- 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 |
|---|
| .agents/skills/physical-ai-datasets/
| Catalog and download recipes for every NVIDIA Physical AI dataset on Hugging Face (driving, robotics, manipulation, NuRec scenes, benchmarks). |
| | Converts any sensor recording to NCore V4 (the format NRE needs). Also covers writing a new converter. |
| | The Neural Reconstruction Engine itself. Trains, renders (locally, via warm + thin Python client / , or to an external simulator), exports meshes / point clouds / depth, edits actors, evaluates quality. |
| .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 Gaussian splats with metadata. |
| .agents/skills/nurec-fixer/
| Standalone NVIDIA DiffusionHarmonizer workflow — public successor to the older Fixer / Difix3D+ recipes — that cleans rendered frames, harmonizes inserted actors, evaluates PSNR/LPIPS, and optionally fine-tunes the model. |
For naming overlaps (NRE vs Fixer, ncore vs nre, AV-NuRec vs
Cosmos-Drive-Dreams, NuRec vs SimReady) see
.
Locate and fetch the upstream skills
Quick recipe (full version in
references/upstream-fetch.md
):
bash
UPSTREAM_ROOT="${NUREC_SKILLS_UPSTREAM_ROOT:-${PHYSICAL_AI_SKILL_HUB_UPSTREAM_ROOT:-$HOME/.physical-ai-skill-hub/upstreams}}"
mkdir -p "$UPSTREAM_ROOT"
if [ -d "$UPSTREAM_ROOT/nurec-skills/.git" ]; then
git -C "$UPSTREAM_ROOT/nurec-skills" fetch --tags
git -C "$UPSTREAM_ROOT/nurec-skills" checkout main
git -C "$UPSTREAM_ROOT/nurec-skills" pull --ff-only
else
git clone --depth 1 https://github.com/NVIDIA/nurec-skills.git \
"$UPSTREAM_ROOT/nurec-skills"
fi
test -f "$UPSTREAM_ROOT/nurec-skills/.agents/skills/SKILL.md"
Then read the upstream skill before running any mutating command:
bash
cat "$UPSTREAM_ROOT/nurec-skills/.agents/skills/SKILL.md" # router
cat "$UPSTREAM_ROOT/nurec-skills/.agents/skills/<folder>/SKILL.md" # sibling
Local lookup order (try in order before the upstream clone):
.agents/skills/<name>/SKILL.md
(Cursor, Codex, NemoClaw)
.claude/skills/<name>/SKILL.md
(Claude Code)
.cursor/skills/<name>/SKILL.md
(project-scoped)
~/.cursor/skills/<name>/SKILL.md
(personal skills)
Hard Rules
- Router only — do not duplicate upstream NuRec recipes here. Read
the upstream sibling skill body before running any mutating command.
- Refer to sibling skills by their (e.g. ), not by repo
path. Folder layouts can change; the name is portable.
- Clone or refresh
https://github.com/NVIDIA/nurec-skills
under the
shared upstream root
(${NUREC_SKILLS_UPSTREAM_ROOT:-${PHYSICAL_AI_SKILL_HUB_UPSTREAM_ROOT:-$HOME/.physical-ai-skill-hub/upstreams}}/nurec-skills
).
Do not scan broad developer workspaces such as or reuse
unrelated old clones.
- covers gated Hugging Face datasets. Do not
bypass dataset license terms; the user must accept the
gated licenses on Hugging Face and provide a token
before downloading.
- Asset Harvester runs before packaging into a USDZ. Do not call
's on hand-rolled files unless
the user explicitly asks to skip Asset Harvester.
- For artifact cleanup, prefer the built-in path in
. Route to the standalone only when the user
needs the public code/model card, paired evaluation, fine-tuning,
or fixes on previously rendered frames.
- Do not invent NRE / NCore / DiffusionHarmonizer commands from
memory. Re-read the upstream sibling skill — versions move fast
(NRE is the current pinned tag).
- This router does not deploy infrastructure. Route AKS / OSMO /
NIM Operator setup to
physical-ai-infrastructure-setup-and-resilient-scaling
.
Limitations
- Router only. This skill never executes mutating NuRec commands.
All training, rendering, conversion, and harmonization happens in
upstream sibling skills.
- Upstream-pinned. Recipes live in
https://github.com/NVIDIA/nurec-skills
, which evolves outside
this repo. Stale clones can drift; always the upstream
before relying on a sibling skill.
- Gated content. ,
nvidia/DiffusionHarmonizer
,
and require the user to accept license
terms on Hugging Face first. The router cannot bypass this.
- Heavy footprint. A complete NuRec workflow can leave 150 GB+
on disk. See .
- NVIDIA-only stack. Requires an NVIDIA GPU plus the NVIDIA
Container Toolkit. AMD / Intel / Apple Silicon are not supported.
- Not a SimReady pipeline. NuRec produces a renderable USDZ from
a recording; SimReady packaging of CAD or source meshes is a
different pipeline (see
omniverse-cad-to-simready
).
Troubleshooting
| Error / symptom | Likely cause | Solution |
|---|
| clone missing or empty | Upstream not fetched yet | Run the clone block in Locate and fetch the upstream skills |
| / pulling from HF | Gated license not accepted, or unset / wrong scope | Accept the gated license on Hugging Face, then with a token that has access |
denied: requested access to the resource is denied
from | Missing or expired | with / ; rotate the key at org.ngc.nvidia.com/setup/api-key
if needed |
| NRE refuses to load a clip ("not valid NCore V4") | Recording was not converted | Run the skill before invoking |
| cold-start latency dominates a Python loop | One-shot Docker invocation per render | Use the warm + thin Python client () recipe |
| Output files are owned by after a | was missing | sudo chown -R "$(id -u):$(id -g)" <output_dir>
; add the flag next time |
| Frames have ghosting / floaters / flicker after rendering | Inline cleanup not enabled | Re-render with , or post-process with (DiffusionHarmonizer) |
| Stale skill names (, old ) in agent output | Out-of-date cached skill | Update references to and (DiffusionHarmonizer); see references/maintenance.md
|
Bash anti-pattern ${HF_TOKEN:+yes}${HF_TOKEN:-no}
echoed token value | Misuse of bash parameter expansion | Rotate the token; use or length-only checks (see references/secrets-handling.md
) |
Cross-skill teardown
A complete NuRec workflow can leave
150 GB+ on disk between
container images, model weights, code clones, conda envs, and output
directories. Each sibling skill has its own dedicated
section — read them in the order documented in
when the user no
longer needs the workflow.
Keeping this router up to date
Procedure for adding new sibling skills, renames, or upstream URL
changes lives in
references/maintenance.md
.
Treat the upstream
at
https://github.com/NVIDIA/nurec-skills/blob/main/.agents/skills/SKILL.md
as authoritative; this skill mirrors only the picker tables, the
workflow ordering, and the upstream fetch recipe.