Agent skill · Audited from source
axiom-graphics
skill · charleswiltgen/axiomMIT licenceAudited 28 Oct 2026 · source 2a84b9c2c3eb
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 2a84b9c2c3eb and found no filesystem, network or shell access and no hard-coded secrets. What it does: 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,…
Cite
Cite this page
ModelsAtlas. “axiom-graphics (charleswiltgen/axiom)”. Retrieved 28 Oct 2026. https://modelsatlas.com/skills/charleswiltgen/axiom-graphics
Trust audit
Audit 0.4.1 · source read 28 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 2a84b9c2c3eb · 28 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publishercharleswiltgen GitHub userOwner of the repository this skill is read from
- Source foldercharleswiltgen/axiom/axiom-codex/skills/axiom-graphicsThe exact folder we audited
- LicenceMITAs the repository states it
- Commit pinned for this verdict2a84b9c2c3ebA new audit runs when the source changes
- Repository statusNot archivedPushed today
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its 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,…
--- 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-gam
Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 2a84b9c
git clone https://github.com/charleswiltgen/axiom git -C axiom checkout 2a84b9c2c3eb
The author documents no install command, so this uses the repository directly. Our verdict covers commit 2a84b9c2c3eb only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
2a84b9c2c3eb
README badge
For maintainers · shows the latest audit
[](https://modelsatlas.com/skills/charleswiltgen/axiom-graphics/)
The badge shows our verdict and grade for this skill, and links back to this page. It changes when the audit does.
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Questions about axiom-graphics
What does the axiom-graphics skill do?
Is axiom-graphics safe to install?
What can axiom-graphics access on my machine?
How current is this page?
Sources
- github.com/charleswiltgen/axiom/tree/main/axiom-codex/skills/axi — the audited source at commit 2a84b9c2c3eb and every finding aboveObserved · 28 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the axiom-graphics skill do?
- Is axiom-graphics safe to install?
- What can axiom-graphics access on my machine?