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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, and focused viewer reference documents.
— the description by NVIDIA Omniverse

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

The Omniverse Realtime Viewer skill acts as a central routing and architectural framework for developing USD-based 3D viewer applications. It provides a structured approach to composing rendering, scene state, and delivery mechanisms, ensuring that developers can integrate OVRTX rendering, OVStage scene management, and various UI or streaming adapters effectively. The skill emphasizes a modular architecture where the viewer runtime, UI/input adapters, and delivery systems are decoupled, allowing for consistent behavior across local and streamed environments.

What it does

  • Provides a routing architecture for USD viewer apps, XR delivery, and GPU-accelerated rendering.
  • Defines the separation of concerns between viewer runtime, UI adapters, and delivery systems.
  • Offers guidance on integrating OVRTX for high-fidelity 3D rendering.
  • Establishes conventions for camera interaction, scene state management, and input handling.
  • Supports the implementation of specialized features like stylized rendering and CAE/CFD visualization.
  • Provides protocols for agent-to-UI communication and scene control.

When to use it

  • When starting the development of a new USD-based realtime viewer application.
  • When integrating advanced rendering features like stylized visualization or AOV switching.
  • When building XR or spatial editing capabilities into an existing Omniverse application.
  • When you need to standardize the architecture for local and streamed viewer deployments.
  • When implementing chat-driven scene control or agent-based inspection of a 3D scene.

Advantages

  • Promotes a clean, modular architecture that separates rendering logic from UI and transport.
  • Ensures consistent behavior across different delivery methods, such as local windows or WebRTC streaming.
  • Provides clear paths for extending functionality without disrupting the core viewer runtime.
  • Facilitates the integration of complex simulation and visualization data into the viewer.
  • Standardizes conventions for scene state, selection, and camera control.

Usage examples

“How do I set up a basic USD viewer application using the Omniverse Realtime Viewer architecture?”
The agent will guide you to start with the viewer app reference, resolve dependencies, and implement the core runtime owner to manage the OVStage and OVRTX renderer.
“I need to add stylized rendering to my existing viewer. Where should I start?”
The agent will direct you to the stylized visualization references to implement the required USD/Lua/CUDA nodes within your existing runtime owner.
“How can I enable an AI agent to control the viewer scene?”
The agent will point to the A2UI Scene Copilot reference to implement an operation interface that allows the agent to send commands through the existing runtime owner.
“How do I switch between different render outputs like beauty and depth in my viewer?”
The agent will explain how to use the AOV switching reference to map RenderVars and update the RenderProduct's orderedVars through the runtime owner.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills

Documentation by NVIDIA Omniverse

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

Omniverse Realtime Viewer

Build responsive USD viewers by composing OVRTX rendering, OVStage scene state, and the delivery/UI libraries appropriate to the app. Use this package for viewer architecture and interaction; use each selected SDK's upstream guidance for installation and exact release-specific APIs.

Start With The App

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/usd-viewer-app/README.md. For an existing app, keep its architecture and read only the references for the requested change. Broad app, conventions and UI catalogs are lookups as needed.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent locally or stream through ovstream; respect frame ownership and backpressure.

Use OVRTX for USD/3D rendering. Browser apps display its WebRTC video; local apps present its output through their native shell. A missing GPU means rendering is unverified, not a reason to substitute a browser 3D renderer.

Keep viewer cameras, settings, effects, and transient edits in app-owned session or runtime state so the source USD stays intact. Serialize scene mutation and render stepping through the runtime owner. Read references/ovstage-ovrtx-integration/README.md for that loop, then the population or data-plane references when implementing scene loading or attribute writes.

Keep expensive loading and metadata work off the UI and render threads. Keep transport details behind a delivery adapter so camera, selection, properties, and loading state can be reused across local and streamed shells.

Add Capabilities As Needed

Use references/routing.md to select camera/picking, scene management, render settings, cloud assets, simulation, editor tools, deployment, or CAE/CFD visualization. Read the selected capability's implementation flow and its linked contract; the full reference catalog is not a prerequisite for a first frame.

For simulation, use the routing reference's Simulation Ecosystem section plus references/realtime-sim-integration/README.md. For UI-driven forces or control, add references/interaction-round-trip/README.md.

For example scenes, use references/usd-sample-data/README.md. When a runtime failure needs diagnosis, use references/troubleshooting/README.md and the selected SDK's matching release guidance before changing the architecture.

Solid Modeling: Upstream First

For usd-brep, exact BRep, solid modeling, kernel failures, CAD topology, or BrepArray questions, first read references/dependencies/README.md → USD BRep. Follow the owning repository's current agent guidance, skills, operation docs, and package API before selecting local integration references. Discover the upstream router rather than assuming skill names or directory layouts remain fixed. Upstream owns modeling semantics, schema rules, tuning, and diagnostics; this package owns OVRTX display, worker handoff, selection mapping, and publication timing.

GPU Processing And Stylized Viewers

For custom GPU processing, chained outputs and lens sampling, read references/spg-processing/README.md. For toon, ink, technical/X-Ray styles, geometry strokes or full wireframe, continue to references/stylized-visualization/implementation.md. Its USD/Lua/CUDA starting node and geometry/depth/composite build sequence work with the selected viewer recipe; use references/stylized-visualization/style-recipes.md for the preset math and references/stylized-visualization/README.md for supporting contracts. Implement the result inside the existing OVRTX/runtime owner and deliver the published processed output. These instructions do not require a sample checkout or a prior stylized-rendering implementation.

For an optional usd-brep geometry source, first read references/dependencies/README.md → USD BRep and the owning repository's current agent guidance, skills, and operation docs; then read references/stylized-visualization/usd-brep-source.md for the display boundary.

XR Viewers

For headsets, immersive viewers, or spatial editors, start with references/xr-viewer-recipe/README.md. Resolve SDK setup and contracts through references/dependencies/ovxr.md; the library owns OpenXR lifecycle and frame submission. For controllers, hands, navigation, or scene tools, add references/xr-spatial-input/README.md and references/ovxr-python-interactions/README.md. For projection-integrated UI, read references/ovxr-composition-ui/README.md and references/ovxr-composition-ui-validation/README.md.

Files

evals/evals.json

{
  "skill_name": "omniverse-realtime-viewer",
  "evals": [
    {
      "id": "viewer-native-plan",
      "prompt": "Plan a simple Python desktop USD viewer with orbit, pan, zoom, selection, object information, scene switching, and persistent render settings. Provide a concrete implementation plan for a CPU-only review. Do not install dependencies or launch an app.",
      "expected_output": "A supported native viewer plan with clear renderer ownership, input routing, scene state, and validation boundaries.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Uses ovrtx for rendering and the supported ovui desktop path.",
        "Gives gizmos first refusal on input when present and separates clicks from camera drags.",
        "Synchronizes picking, native selection feedback, hierarchy, and property state.",
        "Clears scene-specific state on switching while preserving user render settings."
      ]
    },
    {
      "id": "viewer-browser-plan",
      "prompt": "Plan a React browser USD viewer delivered from an NVIDIA GPU server. Explain rendering, streaming, viewport coordinates, and reconnect state. Do not deploy services or install dependencies.",
      "expected_output": "A concrete server-rendered browser architecture and lifecycle plan.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Uses server-side ovrtx and ovstream; the browser presents streamed video and UI.",
        "Keeps fixed server render dimensions with object-fit contain and supported letterbox-aware input mapping.",
        "Routes dependency acquisition and client configuration through the current dependency guidance.",
        "Restores authoritative scene and selection state after reconnect rather than reusing stale client state."
      ]
    },
    {
      "id": "viewer-no-gpu",
      "prompt": "Our development machine has no NVIDIA GPU. Describe the scaffold for an interactive USD viewer and explain what can be checked here and what requires a target GPU. Do not install dependencies or run an app.",
      "expected_output": "An OVRTX-based scaffold plan with explicit limits on local validation.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Keeps ovrtx as the renderer and requires an NVIDIA GPU for rendering.",
        "Does not substitute Three.js, WebGL 3D, or another browser renderer.",
        "Separates static and scaffolding checks from first-frame, camera, selection, and lifecycle runtime evidence."
      ]
    },
    {
      "id": "viewer-pick-and-normal-review",
      "prompt": "Review this viewer design without running it: a pick query uses default flags, expects the enqueue call to return a prim path, and reads only position and normal fields. The NormalSD display decodes float16 and treats the values as view-space normals. Explain the corrections and how selection reaches the tree and property panel.",
      "expected_output": "A review that corrects pick metadata, result timing, normal-buffer decoding, and selection synchronization.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Requests OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO for tracked position/normal metadata when needed; recognizes that primPath is available independently of this flag.",
        "Consumes the synthetic ovrtx_pick_hit result from the matching render step, not the enqueue return value.",
        "Decodes NormalSD as float32 H,W,4 world-space data and applies a world-to-view rotation only if the display requires it.",
        "Uses a single selected-prim state for native highlight, hierarchy, and property inspection and rejects stale scene results."
      ]
    },
    {
      "id": "viewer-source-metadata",
      "prompt": "A Z-up centimetre USD scene becomes rotated and incorrectly scaled under our Y-up metre render wrapper. Explain the wrapper and metadata-query changes without modifying the source asset. This is a design review; do not run a viewer.",
      "expected_output": "A source-preserving wrapper and metadata-worker correction.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Reads effective source upAxis and metersPerUnit and carries them through metadata-worker results.",
        "Authors the source metadata on the composed render wrapper instead of silently defaulting to Y-up metres.",
        "Keeps pxr out of the OVRTX/OVStage parent unless the exact import path is verified.",
        "Does not compensate by unintentionally transforming source geometry."
      ]
    },
    {
      "id": "viewer-scene-replacement",
      "prompt": "Design replacement of a large payload scene while renderer steps and asynchronous picks are active. Include failure handling, stale UI state, and persistent render settings. Give a design review, not a runtime test.",
      "expected_output": "A serialized scene replacement plan following the supported renderer lifecycle.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Does not overlap renderer.step with scene reset or load.",
        "Replaces the scene with a fresh Stage through the documented detach/populate/attach lifecycle; applies the payload-safe fresh-Stage policy if renderer replacement is required.",
        "Invalidates old pick results and clears old selection, hierarchy, and properties.",
        "Preserves user render settings and reports the replacement ready only after a valid new frame; handles load failure without claiming success."
      ]
    },
    {
      "id": "viewer-nvcf-cleanup-plan",
      "prompt": "Plan self-hosted NVCF viewer session cleanup after disconnect. Identify which component owns cleanup and which session identifiers and authorization it needs. This is planning only: do not create a session, deploy infrastructure, or send network mutations.",
      "expected_output": "A cleanup plan grounded in the supported deployment owner and current upstream guidance.",
      "expected_skill": "omniverse-realtime-viewer",
      "assertions": [
        "Starts from the local NVCF self-hosted deployment handoff and current upstream deployment skills.",
        "Explains the session owner, scoped identifiers, and authorization for cleanup.",
        "Coordinates renderer and streaming resource shutdown with the owning session lifecycle.",
        "Does not execute a destructive request or treat the planning task as authorization to delete a session."
      ]
    },
    {
      "id": "unrelated-python-median",
      "prompt": "Write a short Python function that calculates the median of a nonempty list of numbers, without third-party dependencies. State how an empty list is handled.",
      "expected_output": "A correct standalone median function for odd and even lengths, with explicit empty-input handling.",
      "expected_skill": null,
      "assertions": [
        "Returns the middle sorted element for odd lengths and the average of the two middle elements for even lengths.",
        "Handles empty input explicitly.",
        "Does not invoke viewer-specific guidance or dependencies."
      ]
    }
  ]
}

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Needs Python, Needs Node.js

The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.

Security

What our scanner noticed· Medium risk

  • Large base64-encoded blobs
  • Instructions that use the network

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
NVIDIA Omniverse
Publisher
NVIDIA (Official)
Source
NVIDIA/skills · skills/omniverse-realtime-viewer · commit fce3cca
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE-APACHE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or NVIDIA.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip