Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
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
Download the skill as a ZIP:
https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip 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
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/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.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present 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.
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references/cae-cfd-visualization/coordinate-systems-and-up-axis.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
CAE/CFD Coordinate Systems And Up-Axis Handling
Triggers
Use this reference when CAE/CFD solver data uses a different up-axis than the
viewer scene and geometry renders "sideways", lies on its side, wheels-up, or
the camera frames an empty region. Trigger terms: Z-up, Y-up, upAxis, up axis,
"model is rotated 90°", "car is on its side", "streamlines go vertical",
CGNS/EnSight/automotive Z-up data, "camera frames the wrong box", "shading is
wrong after rotating", coordinate system mismatch, handedness.
The concrete case this solves: CAE solvers commonly emit Z-up data
(CGNS/SIDS, EnSight, most automotive/aero pipelines), while USD/ovrtx viewer
scenes are typically authored Y-up (see the upAxis = "Y" header in
usd-authoring-and-materials.md). The mismatch renders the model rotated 90°
about X and mis-frames the camera.
Read usd-authoring-and-materials.md first for how geometry USDA is authored,
and ovstage-render-and-camera.md for the camera-fit / omni:xform data plane
this document rotates into. This document does not re-cover camera math or
USDA prim authoring — it covers only the up-axis transform applied to that output.
The problem
A single scene has two frames that must agree:
Data frame — the solver's native coordinates. CAE data is frequently Z-up: gravity along
-Z, the ground plane atZ = 0, the model's roof at highZ. CGNS/SIDS meshes, EnSight cases, and automotive/aero datasets almost always land here.Scene frame — the composed viewer stage. The
ovrtxchrome in this family authorsupAxis = "Y", and the camera, orbit controls, and lights all assume Y-up.
Author Z-up points into a Y-up stage unchanged and the model renders tipped onto its side (rotated 90° about X); the camera-fit bbox then frames the wrong volume, so the object can be off-screen or tiny. This is a data problem, not a render bug — fix it in the authoring/orientation step, not by nudging the camera.
Recommended approach: rotate DISPLAY geometry, keep PHYSICS native
Run every operator (streamlines, velocity, iso-surface, slice, external faces) in the data's native frame — the solver, the GPU operators, and any field probe all expect native coordinates, and rotating the volume before integration is both wasteful and error-prone. Then rotate only the authored display output to the scene up-axis, right before it becomes a USD prim.
The Z-up → Y-up map is a single −90° rotation about +X (det = +1, a proper rotation), so it maps points AND direction vectors (normals, displayed velocity glyph directions) with the same call:
(x, y, z) -> (x, z, -y)def _zup_to_yup(arr):
"""Rotate Z-up coords/vectors to Y-up via (x,y,z)->(x, z, -y). Returns (N,3) f64.
Proper rotation (det=+1) about +X by -90 deg -> maps points AND direction
vectors (e.g. mesh normals) with the same call."""
a = np.asarray(arr, dtype=np.float64).reshape(-1, 3)
out = np.empty_like(a)
out[:, 0] = a[:, 0]
out[:, 1] = a[:, 2]
out[:, 2] = -a[:, 1]
return outApply it consistently to every authored piece. Miss any one and the scene desyncs. Apply the same map to:
Surface / streamline points — rotate the computed points and refresh their bbox after the operator runs on the native volume.
Mesh points AND normals — because this is a pure rotation, normals transform with the identical map (no inverse-transpose needed).
The emitter / seed marker — rotate the emitter center before placing the marker, and rotate generated sphere vertices too when the marker is baked geometry.
The bbox used for camera-fit — rotate the 8 corners of the axis-aligned Z-up box and take the min/max of the rotated corners. Rotating only
min/maxis wrong.
def _zup_to_yup_bbox(self, bmin, bmax):
corners = np.array([[x, y, z]
for x in (bmin[0], bmax[0])
for y in (bmin[1], bmax[1])
for z in (bmin[2], bmax[2])], dtype=np.float64)
r = self._zup_to_yup(corners) # rotate all 8 corners
return (r.min(axis=0), r.max(axis=0)) # re-bound the rotated boxPhysics stays native: run the streamline operator on the Z-up volume and rotate only the resulting display curve points. Keep the seed/emitter center in native coordinates for the operator, and rotate its copy only when authoring the marker.
Genericize the map for other up-axis pairs by using the appropriate signed axis
permutation (the inverse Y-up → Z-up is (x, y, z) -> (x, -z, y)). Handedness
matters — use a proper rotation (det = +1) so normals and velocity vectors keep
their sense; a reflection would flip winding and invert lighting.
Alternative: author the whole scene in the data's up-axis
Instead of rotating output, set the stage upAxis to match the data (e.g.
upAxis = "Z" in the composed chrome) and give the camera/orbit a matching up
vector. Geometry then needs no per-piece rotation.
Tradeoff: simpler geometry authoring, but everything else must agree — the
camera up vector, orbit/pan/dolly math, camera-fit, the HDRI dome orientation,
and any lights all have to be consistent with the chosen up-axis, or you have
merely moved the mismatch. This is also brittle when a single persistent scene
mixes datasets of different up-axes (e.g. a Z-up automotive case beside a
Y-up mesh): one stage has one upAxis, so at most one dataset gets the free
ride and the rest still need rotation. Prefer the rotate-output approach when the
viewer must load heterogeneous datasets into one stage; the fixed-upAxis
approach is fine for a single-dataset viewer with full control of the camera.
Units: define an explicit application policy
Up-axis is not the only alignment convention that bites. The viewer must choose and document its stage unit policy; it must not silently infer or convert source units. Data authored in meters, millimeters, or inches is mapped according to the application's explicit transform. Consequences:
There is no hidden geometric offset in the pipeline — geometry sits exactly where the source places it. A "wrong size" is a units question, not a bug to hunt in the authoring.
Temporal sampling is not geometric scale. Keep frame spacing, playback speed, and frame interpolation separate from the model's geometric Scale control.
| Control | Effect |
|---|---|
| Playback speed / frame spacing | Temporal — timing only |
| Viewer Transform > Scale | Geometric — uniform size multiplier on the model |
Because nothing converts units for you, expose a user-facing geometric Scale so a user whose data is in meters can align it against cm context geometry themselves.
Make alignment explicit and user-controllable (Scale / Up-Axis / Offset)
Rather than baking a silent orientation and hoping it is right, expose alignment as an
explicit control applied via a single OVStage omni:xform data-plane matrix write on
a persistent display-root Xform (e.g. /Session/Geometry) that every geometry prim lives
under. One matrix scales, re-orients, and offsets the whole model at once — no geometry
recompute, no stage rebuild (the same fast path the camera and emitter marker use). This
makes alignment visible and controllable, never a silent surprise.
Build the matrix in USD row-vector convention (a point transforms as p' = p * M;
translation in row 3, matching the camera/marker writes):
M[:3,:3] = scale * R # R = identity for upAxis="Y";
# R = [[1,0,0],[0,0,-1],[0,1,0]] for upAxis="Z" (= -90 about +X)
M[3,:3] = offset # world-space translation (viewer units)Defaults scale=1, upAxis="Y", offset=(0,0,0) give the identity matrix — a pure no-op, so
nothing moves until the user acts. This is an override on top of each dataset's own
up-mapping (the rotate-output approach above), not a replacement, so existing renders are
unchanged. Write it once per tick after any geometry swap, only when a control changed, and
re-arm it after a scene-mode change re-authors the chrome. Keep this matrix and its
omni:xform write in the app's scene runtime. The omni:xform on the display root survives
geometry reference swaps, so
the alignment persists across representation edits.
End-to-end wiring mirrors any other control (a setTransform {scale?, upAxis?, offset?}
message → validate → enqueue → one data-plane matrix write → echo back in sceneState); see
driving-cae-viz-via-ovstage.md for the write classification
and streaming-cae-viewer.md for the message/state contract. Give the
user an in-UI hint that the viewer does not guess units — e.g. "Data uses its native units;
align it here with the declared scale."
Tie-ins
HDRI DomeLight must be oriented to the scene up-axis too. A latlong environment dome wraps around the scene up; in a Y-up scene a Z-up-authored horizon needs a rotation or the reflected horizon sits vertical. Author
double3 xformOp:rotateXYZ = (-90, 0, 0)on theDomeLightfor this Z-up-to-Y-up convention. Seeusd-authoring-and-materials.mdfor the dome/light block this rotation applies to.Camera-fit and orbit assume the scene up-axis. The camera frames the (already-rotated) bbox and orbits about the scene up. See
ovstage-render-and-camera.mdfor the camera-fit andomni:xformcommit, andreferences/camera-controls/README.mdfor orbit/pan/dolly — do not add an ad-hoc camera tilt to compensate for un-rotated geometry; fix the geometry.
Gotchas
Forgot to rotate the bbox → geometry looks right but the camera frames the wrong (un-rotated) box: object off-screen, tiny, or mis-centered. Rotate the 8 corners, then re-bound.
Rotated points but not normals → wrong shading (facets lit from the wrong side, dark where they should be bright). Apply the same map to
normalswhen authoring the prim.Rotated geometry but not velocity vectors → if you also display velocity as arrow/glyph directions, un-rotated vectors point the wrong way over correctly placed geometry. Direction vectors use the identical
_zup_to_yupmap.Rotated the seed marker's position but not consistently with the streamlines → the emitter sphere floats away from where the streamlines actually originate. Rotate the marker center with the same map used for the curve points.
Used a reflection instead of a rotation (e.g. just swapping Y/Z without the sign) → det = −1 flips winding order and inverts lighting. Keep det = +1.
Rotated the volume before the operator → slow and defeats native-frame physics; rotate only the authored output.
See also: usd-authoring-and-materials.md, ovstage-render-and-camera.md,
emitter-and-seed-sources.md, references/camera-controls/README.md,
references/conventions.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
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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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