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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

references/cae-cfd-visualization/README.md

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

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

CAE/CFD Visualization

Triggers

Use this reference family when the app must visualize CAE/CFD simulation data — CGNS, OpenFOAM, VTK/VTU, EnSight, FLASH, CGNS-coded .npz, raw numpy arrays, in-memory solver output, or a streamed field — inside an Omniverse Realtime Viewer.

Cold, from-scratch phrasings this family answers: "help me visualize some CAE/CFD data in realtime", "build a realtime CAE/CFD viewer", "visualize my simulation / solver data live", "show my CFD results interactively", "render a CFD field in a viewer", "make a live viewer for my flow/thermal/structural data".

Trigger terms: warp-simdata, warp_simdata, cae-openusd-plugins, CFD, CAE, simulation data, solver output, iso-surface / isosurface, planar slice, streamlines, external surface, point cloud, glyphs, volume-like CFD visualization, colormap on a field, Mach/Pressure/Temperature/Velocity field, "color the mesh by a field", SIDS/CGNS mesh.

Not this family for: plain USD asset viewing (use usd-viewer-app), streaming transport (streaming-*), or generic camera/selection (camera-controls, object-selection) — those compose under this family.

This is a LAYER, not a standalone app — start with the delivery path

CAE/CFD visualization bolts onto the standard viewer recipes; it is not its own app silo. A from-scratch request follows four steps, in order:

  1. Pick the viewer type (delivery path). Streaming to a browser, or a local desktop window? Decide with references/streaming-vs-local/README.md. This choice is made before any CAE work.

  2. Build the base viewer with the existing recipe. For a local window, follow references/ovui-local-viewer-recipe/README.md (+ references/local-viewer/README.md). For a browser stream, follow references/streaming-viewer-recipe/README.md (+ references/streaming-server/README.md, references/streaming-client/README.md, references/streaming-messages/README.md). You get a working RTX viewer with a camera and a render loop before you touch CAE data.

  3. Add the CAE data + scene layer on top — ingestion → operators → USD authoring → OVStage scene, from the docs in this family (read order below).

  4. Wire the controls — map each UI control to the correct scene write (the wiring pattern below).

Everything in this family assumes that base viewer already exists and slots the CAE layer into its single serialized render loop. Cross-reference the generic skills (camera, streaming transport, ovstage population, controls) — this family does not re-document them.

The crux: data/scene-edit → UI wiring pattern

The one pattern to internalize for a live CAE viewer: a UI control (slider, dropdown, message) maps either to a cheap data-plane array/attribute write OR to a structural rebuild — and you must decide which. A camera move, an emitter drag, a timeline scrub, or a colormap tweak is a cheap in-place write of points / displayColor / omni:xform / timeline on an existing prim, including changed mesh connectivity. A change in prim type or composition needs structural replacement; a new dataset follows scene replacement. The full decision table and the end-to-end control → message → server op → OVStage write → render path live in driving-cae-viz-via-ovstage.md — read it before wiring any interactive control. It is the generalized version of the same "control → correct write" pattern any live-editing viewer needs; the generic viewer recipes point here for the CAE-style live data/scene editing case.

What this builds

An RTX-rendered viewer — local ovui window or browser stream — that loads CAE solver data, runs GPU visualization operators on it, and presents the result with interactive controls. The operator set covers external surfaces, iso-surfaces, slices, streamlines, and points, each colored by any solution field. Any data source that yields node coordinates, connectivity, and fields feeds the same operators. It reuses this repo's ovrtx/ovstage/ovui(+ovstream) stack — the CAE layer slots into a base viewer built from the standard recipes.

This family is self-contained: build the CAE scene layer in the generated app from the contracts below. Keep ingestion, operator execution, USD authoring, and the serialized render loop as application modules; do not depend on an unshipped sample app or a local script. For the browser delivery composition, see streaming-cae-viewer.md.

Pipeline

CAE file (CGNS/OpenFOAM/VTK/EnSight)          .npz (CGNS-coded arrays)
        │  cae-openusd-plugins                        │
        │  (read-only SdfFileFormat + OmniSci schemas)│  warp_simdata SIDS
        └──────────────► USD scientific prims ◄───────┘  create_dataset
                                   │
                    warp-simdata GPU operators
     element_faces │ iso_surface │ slice │ streamlines │ points
                                   │  (surface_mesh / curves + field)
                                   ▼
        author UsdGeomMesh / UsdGeomPoints / UsdGeomBasisCurves
        + colormap LUT → displayColor primvar + UsdPreviewSurface + lights
                                   │
                     OVStage (open_usd_from_string, write floor)
                                   │  attach_ovstage
                                   ▼
                     ovrtx  ── LdrColor RGBA8 ──►  ovui window
             (data-plane omni:xform camera commit; controls: rep/field/iso/slice/colormap)

Key constraint (inherited from the repo): all USD is managed through OVStage, never authored directly against ovrtx; one serialized loop owns every OVStage write and every renderer.step.

Read in this order

  1. data-and-operators.md — get CAE data into a warp_simdata.Dataset (SIDS from .npz/CGNS arrays, field attach) and run the operators; read back geometry + fields.

  2. cae-data-ingestion.md — read native CAE files through CAE OpenUSD Plugins and Warp SimData USD adapters: dataset/field selection, explicit time samples, and NODE vs ELEMENT association.

  3. usd-authoring-and-materials.md — turn operator output into a colored, lit USD prim (Mesh/Points/BasisCurves + colormap material). A path tracer renders unlit geometry black — author lights. Covers MDL beauty materials

    • HDRI lighting for full fidelity.

  4. coordinate-systems-and-up-axis.md — foundational: CAE solver data is often Z-up while the viewer scene is Y-up; rotate the display geometry to the scene up while keeping physics native. Also define an explicit application unit policy and expose a user-facing Scale/Up-Axis/Offset transform control.

  5. ovstage-render-and-camera.md — publish to OVStage, render with ovrtx, and commit camera moves via the omni:xform data plane; write-floor ordering and the camera-jump fix.

  6. ovui-controls.md — the ovui window shell and the representation / field / iso / slice / colormap / sample-preset controls, driven through one serialized command loop.

  7. glyphs.md — render a vector field as oriented arrows (UsdGeomPointInstancer + cone prototype, orient/scale/color by the field). Pure USD, no new renderer path.

  8. volume-rendering.md — current volume limitations and the supported fallback for volume-like CAE visualization.

Interaction, streaming, and recreating the blueprint
  1. driving-cae-viz-via-ovstage.md — the core pattern: turning a control (slider/message) into the correct OVStage writes — data-plane array writes vs. structural replacement, consistent topology/primvar publication and write-floor ordering.

  2. temporal-playback.md — transient/time-varying playback: a persistent mesh with per-frame data-plane points/displayColor writes, numpy-lerp field interpolation, and locked-vs-auto colormap domain; timeSamples alternative.

  3. emitter-and-seed-sources.md — the movable emitter sphere → live streamlines , and the critical point-cloud-needs-a- real-volume gotcha (voxelizing a bare point cloud yields a zero field; bin to a hex lattice).

  4. streaming-cae-viewer.md — the server (ovrtx→ovstream) + React version; composes the streaming-* skills and documents the CAE-specific runtime, the ovstream↔ov-web-rtc message framing, the example-preset "uber-UI" pattern, and control→server-op flow.

  5. rtwt-blueprint-recreation.md — recreate NVIDIA's Digital Twins for Fluid Simulation (RTWT) blueprint from pre-baked data, with the component→our-library map and the AI-surrogate car recipe.

Depends on

  • Acquisition of ovrtx/ovstage/ovui and the two CAE libraries — the warp-simdata GPU operator library and the cae-openusd-plugins USD reader/schema library — is centralized in references/dependencies/README.md (see its CAE/CFD Visualization Libraries section). Both are public on GitHub (NVIDIA/warp-simdata, NVIDIA-Omniverse/cae-openusd-plugins); the dependencies doc is the single source for their URLs. Family docs refer to them by role, never by inline URL.

  • Rendering/stage substrate: references/ovstage-runtime/README.md, references/ovstage-data-plane/README.md, references/ovrtx-rendering/README.md, references/stage-loading/README.md, references/prim-transform-safety/README.md.

  • Local window shell: references/ovui-local-viewer-recipe/README.md, references/local-viewer/README.md, references/camera-controls/README.md.

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

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Download ZIP

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