axiom-graphics — Claude Code skill for Metal, shaders, RealityKit
A router skill for GPU work: Metal migration, shader conversion, RealityKit, USD/USDZ files and display frame rate.
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a claude-codeWhat axiom-graphics does
axiom-graphics is a router, not a single answer file. It reads the task and points the agent at the right reference: OpenGL and DirectX ports to Metal, GLSL and HLSL to Metal Shading Language conversion tables, MTKView and CAMetalLayer setup, and diagnosis of a black screen or wrong colors after a port.
Other branches cover RealityKit in non-game apps: ECS, RealityView and Model3D in SwiftUI, AR on iOS, materials and physics. There is also USDKit for opening, editing and exporting USD and USDZ, HDR tone mapping and color metadata, and display performance — an app pinned at 60fps on a ProMotion screen, CADisplayLink configuration, variable refresh rate.
When rendering blurs or stretches as a window resizes or moves between screens, the router sends you to the resizable-rendering branch. For game-specific RealityKit patterns the author points to the axiom-games router instead. Everything lives in files such as skills/metal-migration-ref.md and skills/realitykit-diag.md.
What it helps with
- convert GLSL or HLSL shaders to Metal Shading Language
- find out why a ported renderer shows a black screen or wrong colors
- get an app past 60fps on a ProMotion display
- show a 3D model in SwiftUI without a game engine
- open, edit and export a USD or USDZ file in Swift
Example prompts for the agent
- Help me port this OpenGL renderer to Metal — where do I start and what breaks
- My app is stuck at 60fps on a ProMotion device, walk me through CADisplayLink and frame rate settings
- The image blurs when I resize the window — what is wrong with drawableSize
How to install axiom-graphics
1Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a claude-code2Manually: put the files in place
~/.claude/skills/axiom-graphics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/axiom-graphics/
1Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a codex2Manually: put the files in place
.agents/skills/axiom-graphics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a cursor2Manually: put the files in place
.cursor/skills/axiom-graphics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install CharlesWiltgen/Axiom axiom-graphics2Manually: put the files in place
.github/skills/axiom-graphics/SKILL.md1Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a gemini-cli2Platform CLI
gemini skills install https://github.com/CharlesWiltgen/Axiom --path axiom-codex/skills/axiom-graphicsManually: put the files in place
.devin/skills/axiom-graphics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about axiom-graphics
How do I install axiom-graphics in Claude?
Run npx skills add CharlesWiltgen/Axiom --skill axiom-graphics -a claude-code. The skill lands at ~/.claude/skills/axiom-graphics/SKILL.md.
What does axiom-graphics do?
It routes graphics work to the right reference: Metal migration, shader conversion, RealityKit, USDKit, HDR color and display performance. The agent gets a specific file for the task at hand.
How is it different from axiom-games?
axiom-graphics handles 3D and AR in non-game apps. For game-specific RealityKit patterns the author directs you to the axiom-games router.
Source text
SKILL.md · MIT
--- name: axiom-graphics description: Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion. license: MIT --- # Graphics **You MUST use this skill for ANY GPU rendering, graphics programming, 3D content display, or display performance work.** ## When to Use Use this router when: - Porting OpenGL/OpenGL ES code to Metal - Porting DirectX code to Metal - Converting GLSL/HLSL shaders to Metal Shading Language - Setting up MTKView or CAMetalLayer - Rendering breaks or blurs when the window resizes or moves between screens - Debugging GPU rendering issues (black screen, wrong colors, crashes) - Evaluating translation layers (MetalANGLE, MoltenVK) - Optimizing GPU performance or fixing thermal throttling - App stuck at 60fps on ProMotion device - Configuring CADisplayLink or render loops - Variable refresh rate display issues - Displaying 3D content in a non-game SwiftUI app - Building AR experiences with RealityKit - Using RealityView or Model3D in SwiftUI - Spatial computing or visionOS 3D content - Reading, editing, or exporting USD/USDZ files in Swift (USDKit) - Adding ML to a render pipeline (MetalFX denoising, Metal tensors, neural rendering) - Profiling long game sessions (metalperftrace, look-back traces) ## Routing Logic ### Metal Migration **Strategy decisions** → See skills/metal-migration.md - Translation layer vs native rewrite decision - Project assessment and migration planning - Anti-patterns and common mistakes - Pressure scenarios for deadline resistance **API reference & conversion** → See skills/metal-migration-ref.md - GLSL → MSL shader conversion tables - HLSL → MSL shader conversion tables - GL/D3D API → Metal API equivalents - MTKView setup, render pipelines, compute shaders - Complete WWDC code examples **Diagnostics** → See skills/metal-migration-diag.md - Black screen after porting - Shader compilation errors - Wrong colors or coordinate systems - Performance regressions - Time-cost analysis per diagnostic path ### Rendering Surfaces Under Window Resizing **Any rendering surface in a resizable window** → See skills/resizable-rendering.md - MTKView `drawableSizeWillChange` (projection + render-target reallocation, live-resize throttling) - CAMetalLayer manual `drawableSize`/`contentsScale` ownership - Per-surface adaptation table: video layers, maps, charts, Canvas, web views, PDF, SpriteKit/SceneKit - displayScale-keyed cache invalidation when a scene moves between screens (Mirroring, external display) ### Display Performance **Frame rate & render loops** → See skills/display-performance.md - App stuck at 60fps on ProMotion (120Hz) device - MTKView or CADisplayLink configuration - Variable refresh rate optimization - System caps (Low Power Mode, Limit Frame Rate, Thermal, Adaptive Power) - Frame budget math (8.33ms for 120Hz) - Measuring actual vs reported frame rate ### RealityKit (Non-Game 3D Content) For 3D content in non-game SwiftUI apps, AR experiences, and spatial computing, use the RealityKit skills. **For game-specific RealityKit patterns, use the axiom-games router instead.** **Architecture, ECS, and best practices** → See skills/realitykit.md - Entity-Component-System architecture - SwiftUI integration: RealityView, Model3D, attachments - AR on iOS: AnchorEntity types, SpatialTrackingSession - Materials, physics, interaction - Performance optimization **API reference** → See skills/realitykit-ref.md - Complete component catalog - RealityView and Model3D API - Material system (PBR, Unlit, Occlusion, Custom) - RealityRenderer (Metal integration) **Troubleshooting** → See skills/realitykit-diag.md - Entity not visible, anchor not tracking - Gesture not responding, performance issues - Material problems, physics issues ### HDR Tone Mapping & Color **HDR drawing and color metadata** → See skills/hdr-color-ref.md - HDR images washed out, clipped, or dark when drawn into a `CGContext` - Choosing a tone-mapping method (`CGContentToneMappingInfo` vs `CGToneMapping`) - Headroom Adaptive Gain Curve metadata on ICC profiles (`OS27`) - Persisting `CGColor` / `CGColorSpace` (`Codable` in `OS27`) ### USD Authoring (USDKit) `OS27` **USD file work in Swift** → See skills/usdkit.md - Open, traverse, edit USD stages and prims - References and composition - Accessibility metadata for 3D assets - USDZ export with mesh/texture compression - Rendering a USD stage in RealityKit (USDStageComponent) ## Decision Tree 1. Translation layer vs native rewrite? → metal-migration 2. Porting / converting code to Metal? → metal-migration 3. API reference / shader conversion tables? → metal-migration-ref 4. MTKView / render pipeline setup? → metal-migration-ref 5. Something broken after porting (black screen, wrong colors)? → metal-migration-diag 6. Stuck at 60fps on ProMotion device? → display-performance 7. CADisplayLink / variable refresh rate? → display-performance 8. Frame rate not as expected? → display-performance 9. Display a 3D model in SwiftUI? → realitykit 10. Build an AR experience? → realitykit 11. RealityView or Model3D setup? → realitykit-ref 12. 3D content not visible or not tracking? → realitykit-diag 13. Custom Metal rendering of RealityKit content? → realitykit-ref (RealityRenderer) 14. Pathfinding, LOD, soft shadows, splats, reverb meshes? → realitykit-ref (Part 10) 15. Read/edit/export a USD or USDZ file in Swift? → usdkit 16. ML in the render pipeline (denoising, Metal tensors)? → metal-migration-ref (Part 6) 17. Frame drops in long play sessions? → display-performance (Part 12) 18. HDR image looks washed out / clipped when drawn? → hdr-color-ref 19. Choosing a tone-mapping method, or reading HAGC metadata? → hdr-color-ref 20. Rendering stretches, blurs, or letterboxes when the window resizes or moves screens? → resizable-rendering 21. Building a 3D game? → Use axiom-games router instead ## Anti-Rationalization | Thought | Reality | |---------|---------| | "I'll just translate the shaders line by line" | GLSL→MSL has type, coordinate, and precision differences. metal-migration-ref has conversion tables. | | "MetalANGLE will handle everything" | Translation layers have significant limitations for production. metal-migration evaluates the trade-offs. | | "It's just a black screen, probably a simple bug" | Black screen has 6 distinct causes. metal-migration-diag diagnoses in 5 min vs 30+ min. | | "My app runs at 60fps, that's fine" | ProMotion devices support 120Hz. display-performance configures the correct frame rate. | | "I'll just use SceneKit for the 3D model" | SceneKit is soft-deprecated. RealityView and Model3D are the modern path. `skills/realitykit.md` covers SwiftUI integration. | | "I don't need ECS for one 3D model" | Model3D shows one model with zero ECS. RealityView scales to complex scenes. `skills/realitykit.md` shows both paths. | | "I'll parse the USD file myself / bundle OpenUSD" | USDKit is system-provided USD on the 27 releases. `skills/usdkit.md` covers stages, editing, and compressed export. | | "I'll write my own pathfinding over the scene graph" | RealityKit 27 ships navigation meshes with costs and off-mesh connections. `skills/realitykit-ref.md` Part 10. | | "The frame drop only happens after an hour of play, can't trace that" | The 27 releases record Metal metrics continuously — collect after the fact with metalperftrace. `skills/display-performance.md` Part 12. | | "I'll size my render target from the screen bounds" | Windows resize continuously at 27 and scenes move between screens with different scales. Size from the drawable/view + trait scale — `skills/resizable-rendering.md`. | | "I'll use `CGContentToneMappingInfo` — it's the modern Swift enum" | It cannot express Headroom Adaptive Gain Curve; only the C-imported `CGToneMapping` can. Newer spelling, narrower capability. `skills/hdr-color-ref.md` Part 1. | ## Critical Patterns **metal-migration**: - Translation layer (MetalANGLE) for quick demos - Native Metal rewrite for production - State management differences (GL stateful → Metal explicit) - Coordinate system gotchas (Y-flip, NDC differences) **metal-migration-ref**: - Complete shader type mappings - API equivalent tables - MTKView vs CAMetalLayer decision - Render pipeline setup patterns **metal-migration-diag**: - GPU Frame Capture workflow (2-5 min vs 30+ min guessing) - Shader debugger for variable inspection - Metal validation layer for API misuse - Performance regression diagnosis **display-performance**: - MTKView defaults to 60fps (must set preferredFramesPerSecond = 120) - CADisplayLink preferredFrameRateRange for explicit rate control - System caps: Low Power Mode, Limit Frame Rate, Thermal, Adaptive Power (iOS 26) - 8.33ms frame budget for 120Hz - UIScreen.maximumFramesPerSecond lies; CADisplayLink tells truth **realitykit** (non-game 3D): - RealityView make/update closure pattern - Model3D for simple model display - AR anchoring with AnchorEntity - Material selection (SimpleMaterial, PBR, Occlusion) **realitykit-ref** (API): - RealityRenderer for custom Metal rendering of RealityKit content - Complete material property reference - RealityView gesture integration - RealityKit 27 additions: navigation mesh, LOD, soft shadows, Gaussian splats, reverb meshes (Part 10), cloth simulation (`ClothBodyComponent`), ComputeGraph framework **usdkit** (USD authoring, 27 releases): - USDStage open/traverse/edit, references and composition - Accessibility metadata schema for 3D assets - Compressed USDZ export (AOM meshes + AVIF textures) - USDStageComponent / USDPlayer RealityKit bridge ## Example Invocations User: "My MTKView content stretches when the iPad window resizes" → See `skills/resizable-rendering.md` User: "My cached thumbnails look blurry in iPhone Mirroring" → See `skills/resizable-rendering.md` User: "Should I use MetalANGLE or rewrite in native Metal?" → See `skills/metal-migration.md` User: "I'm porting projectM from OpenGL ES to iOS" → See `skills/metal-migration.md` User: "How do I convert this GLSL shader to Metal?" → See `skills/metal-migration-ref.md` User: "Setting up MTKView for the first time" → See `skills/metal-migration-ref.md` User: "My ported app shows a black screen" → See `skills/metal-migration-diag.md` User: "Performance is worse after porting to Metal" → See `skills/metal-migration-diag.md` User: "My app is stuck at 60fps on iPhone Pro" → See `skills/display-performance.md` User: "How do I configure CADisplayLink for 120Hz?" → See `skills/display-performance.md` User: "ProMotion not working in my Metal app" → See `skills/display-performance.md` User: "How do I show a 3D model in my SwiftUI app?" → See `skills/realitykit.md` User: "I need to display a USDZ model" → See `skills/realitykit.md` User: "How do I set up RealityView?" → See `skills/realitykit-ref.md` User: "My 3D model isn't showing in RealityView" → See `skills/realitykit-diag.md` User: "How do I use RealityRenderer with Metal?" → See `skills/realitykit-ref.md` User: "I need AR in my app" → See `skills/realitykit.md` User: "How do I read and edit a USD file in Swift?" → See `skills/usdkit.md` User: "How do I shrink my USDZ assets for delivery?" → See `skills/usdkit.md` User: "How do I add pathfinding to my RealityKit scene?" → See `skills/realitykit-ref.md` (Part 10) User: "My game's frame rate drops after an hour of play" → See `skills/display-performance.md` (Part 12) User: "How do I run a neural network inside my Metal shader?" → See `skills/metal-migration-ref.md` (Part 6) User: "My HDR photo looks washed out when I draw it into a CGContext" → See `skills/hdr-color-ref.md` User: "How do I check whether an image's ICC profile carries a gain curve?" → See `skills/hdr-color-ref.md`
© CharlesWiltgen · MIT · CharlesWiltgen/Axiom