# Picking Selection

> 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.

- Skill: `nvidia-omniverse-ovrtx/picking-selection` (Agent Skill)
- Install (CLI): `npx skillmds@latest add nvidia-omniverse-ovrtx/picking-selection`
- Raw SKILL.md: https://api.skillmd.com/api/skills/nvidia-omniverse-ovrtx/picking-selection/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- License: LicenseRef-NvidiaProprietary
- Author: nvidia-omniverse (https://skillmd.com/u/nvidia-omniverse-ovrtx)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/nvidia-omniverse-ovrtx/picking-selection

---


# 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

1. Identify whether the task is click picking, marquee selection, pickability filtering, path decoding, or selection-outline styling.
2. Ensure the RenderProduct used for picking is running on CUDA-visible GPU 0 before adding pick queries.
3. Read the matching Python or C snippet for enqueueing the pick query, mapping the hit buffer, and resolving prim path IDs.
4. Keep selection outline group assignment separate from pick-hit decoding; use the style/group snippets only after the selected paths are known.
5. 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. The selection outline pass is enabled
by default. Set non-zero selection outline group ids on the prims that should be
outlined, and write group `0` to clear an outline. Pass
`selection_outline_enabled=False` at renderer creation to disable the global pass.

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

1. Load the stage and identify the RenderProduct path. For picking, ensure that RenderProduct is restricted to CUDA-visible GPU 0 in USD.
2. Convert UI/window input into normalized RenderProduct coordinates.
3. 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.
4. Step the renderer for the same RenderProduct.
5. Find and CPU-map the synthetic pick-hit render var.
6. Validate the `magic` / `version` params and read named tensors such as `primPath`.
7. Resolve `primPath` ids through the renderer path dictionary when reporting picked prim names.
8. Print or otherwise report the resolved prim names.
9. Optionally set group `0` to clear the previous selection and group `1` to outline the new selection.

## Python

### Create a renderer for selection outlines

> **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=False)` | `ovrtx_config_entry_selection_outline_enabled(false)` |
| `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.

