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/emitter-and-seed-sources.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Emitter And Seed Sources (Movable Streamline Seeding)
Triggers
Use this reference when streamlines need a movable seed source equivalent — or when streamlines refuse to advect (curves collapse to
their seed points, probe reads zero). Trigger terms: emitter, seed source, seed sphere,
icosphere seeds, "Unit Sphere source", movable seeds, drag the emitter, streamlines don't
move / all zero / stuck at seeds, emitter_streamlines, icosphere_verts,
point_cloud.create_dataset, Direction.FORWARD, voxelize a point cloud, aero car npz,
gaussian_point_cloud, interpolable velocity, hex lattice, HEXA_8 binning, seed from an
upstream plane.
Scope: seeding streamlines from a positionable source and — the headline of this doc —
guaranteeing the velocity field is interpolable so the integrator actually moves. Data
ingestion and the base streamlines operator are in
data-and-operators.md; USD BasisCurves authoring is in
usd-authoring-and-materials.md. Implement the seed source
and streamline operation in the generated app's CAE operator module: keep the seed center in
the data frame, create the display marker from a unit-sphere mesh or USD sphere, and send the
operator output through the normal curve-authoring path.
The seed-source concept
A movable sphere seed source uses one sphere vertex per seed
point. Our equivalent builds the sphere vertices in numpy, wraps them in a point-cloud
Dataset, and hands that to the streamlines operator as the seed set. Seeds are always a
second dataset — never coordinates passed inline.
import warp as wp
from warp_simdata.data_models.custom import point_cloud
from warp_simdata.operators import streamlines, probe
from warp_simdata.operators.advection import Direction
verts = icosphere_verts(center, radius, subdiv=2) # (162,3) float32 seed points
seeds_ds = point_cloud.create_dataset(wp.array(verts, dtype=wp.vec3f, device="cuda:0"))
result = streamlines.compute(
volume_ds, "velocity", seeds_ds, direction=Direction.FORWARD,
initial_dt=0.05, min_dt=0.01, max_dt=0.2, max_steps=300)volume_ds must be a volume dataset with cell interpolation (see the gotcha below);
"velocity" is the vector field name. Direction is imported from
warp_simdata.operators.advection and is one of FORWARD / BACKWARD / BOTH. Read the
curves back off result.handle:
pts = result.handle.points.numpy().reshape(-1, 3) # (M,3) all curve vertices
cvc = result.handle.curve_vertex_counts.numpy().ravel() # per-curve vertex countsThe emitter icosphere (icosphere_verts)
An icosphere = an icosahedron subdivided subdiv times, each vertex projected onto the unit
sphere, then scaled by radius and translated to center. It distributes seeds far more
evenly than a lat/long sphere. subdiv=2 yields 162 unique seeds — a good streamline
count (subdiv 0 = 12, subdiv 1 = 42, subdiv 3 = 642).
import numpy as np
def icosphere_verts(center, radius, subdiv: int = 2) -> np.ndarray:
"""De-duplicated (M,3) float32 seed points on a sphere. subdiv=2 -> 162 verts."""
center = np.asarray(center, dtype=np.float64).reshape(3)
radius = float(radius)
t = (1.0 + np.sqrt(5.0)) / 2.0
verts = [np.array(v, dtype=np.float64) for v in (
(-1, t, 0), (1, t, 0), (-1, -t, 0), (1, -t, 0),
(0, -1, t), (0, 1, t), (0, -1, -t), (0, 1, -t),
(t, 0, -1), (t, 0, 1), (-t, 0, -1), (-t, 0, 1))]
faces = [(0, 11, 5), (0, 5, 1), (0, 1, 7), (0, 7, 10), (0, 10, 11),
(1, 5, 9), (5, 11, 4), (11, 10, 2), (10, 7, 6), (7, 1, 8),
(3, 9, 4), (3, 4, 2), (3, 2, 6), (3, 6, 8), (3, 8, 9),
(4, 9, 5), (2, 4, 11), (6, 2, 10), (8, 6, 7), (9, 8, 1)]
for _ in range(max(0, int(subdiv))):
mid, new_faces = {}, []
def _midpoint(a, b):
key = (a, b) if a < b else (b, a)
if key in mid:
return mid[key]
verts.append((verts[a] + verts[b]) * 0.5)
mid[key] = len(verts) - 1
return mid[key]
for a, b, c in faces:
ab, bc, ca = _midpoint(a, b), _midpoint(b, c), _midpoint(c, a)
new_faces += [(a, ab, ca), (b, bc, ab), (c, ca, bc), (ab, bc, ca)]
faces = new_faces
V = np.asarray(verts, dtype=np.float64)
norms = np.linalg.norm(V, axis=1, keepdims=True); norms[norms == 0] = 1.0
V = V / norms # project onto unit sphere
V = np.unique(np.round(V, 6), axis=0) # de-dupe the shared icosahedron verts
V = V * radius + center
return np.ascontiguousarray(V, dtype=np.float32)The "on move → rebuild → recompute → re-author" loop
The emitter is movable: when the user drags it (new center/radius), regenerate the seed
vertices, recompute the streamlines, and re-author the BasisCurves prim. Nothing is
incremental — seeds are cheap and the integrator is fast, so rebuild the whole set each move.
Keep every OVStage write inside the one serialized command loop (see
ovstage-render-and-camera.md).
on emitter move (center, radius):
verts = icosphere_verts(center, radius, subdiv=2) # rebuild seeds
seeds_ds = point_cloud.create_dataset(wp.array(verts, dtype=wp.vec3f, device=dev))
result = streamlines.compute(volume_ds, "velocity", seeds_ds, # recompute
direction=Direction.FORWARD, ...)
pts = result.handle.points.numpy().reshape(-1, 3)
cvc = result.handle.curve_vertex_counts.numpy().ravel()
color = probe_speed(volume_ds, "velocity", result, pts) # coloring, below
author_basiscurves(pts, cvc, color) # overwrite the primColoring the curves
Preferred: probe the velocity field at every curve vertex and take its magnitude, giving
a real speed gradient along each line. Fall back to the per-vertex integration "times"
field (always present, 1:1 with points) if the probe is unavailable or length-mismatched.
def probe_speed(ds, vfield, result, pts):
try:
pr = probe.compute(ds, vfield, result, output_field_name="Vp")
vp = np.asarray(pr.get_field("Vp").data.numpy())
speed = np.linalg.norm(vp, axis=1) if vp.ndim == 2 else vp
if speed.shape[0] == pts.shape[0] and float(np.nanmax(speed)) > 0:
return speed.astype(np.float32)
except Exception:
pass
# fallback: integration time
t = result.get_field("times").data.numpy() if "times" in result.get_field_names() else None
if t is not None and t.shape[0] == pts.shape[0]:
return np.ascontiguousarray(t, np.float32).ravel()
return np.linspace(0.0, 1.0, pts.shape[0], dtype=np.float32)probe.compute treats result (the curve vertices) as a point cloud and samples ds's
velocity there; a vector result field is (M,3), so take its norm. If nanmax(speed) <= 0
the field is not interpolating — that is the gotcha below, not a coloring bug.
THE CRITICAL GOTCHA — streamlines need an interpolable velocity field
This is the headline. A subagent burned hours here. The streamline integrator advances each seed by repeatedly asking the dataset "what is the velocity at this position?" That query only works if the dataset can interpolate the field — i.e. it has elements (cells) whose shape functions blend node values. Whether it does depends entirely on the dataset type:
VOLUME mesh (tet/hex — e.g.
cube_swirl,disk_out_ref): works natively. TETRA_4 / HEXA_8 cells give trilinear interpolation. Seed inside the domain and streamlines advect.Bare POINT CLOUD (e.g. the aero car
.npz): silently produces an ALL-ZERO field. A point cloud has no elements. Any voxelization / sampling callsfind_elem_containing_position, which fails at every location because there are no cells to contain a point, so every voxel falls back to the background value (0). The velocity field is therefore uniformly zero: streamlines sample zero velocity and never move (curves collapse onto their seeds), andprobereads zero everywhere. There is no error — just stuck lines. That silence is what costs the hours.
gaussian_point_cloudis a red herring here — in this build its DataModel lacksDatasetAPI, so it cannot back astreamlines/probedataset. Do not reach for it as the point-cloud interpolation fix.
THE FIX — bin the scattered velocities onto a regular hex lattice
Convert the point cloud into a real HEXA_8 volume so the operators get genuine trilinear
interpolation. Bin each scattered velocity onto its nearest lattice node (box-average per
node), dilate-fill the empty nodes from filled neighbours, then build a SIDS HEXA_8
ug.create_dataset(...). Streamlines then advect through the reconstructed field.
import warp as wp
from warp_simdata import Field
from warp_simdata.fields import AssociationType
from warp_simdata.data_models.sids import unstructured as ug
def build_hex_volume(coords, vel, voxel=0.18):
"""Scattered (N,3) coords + (N,3) velocity -> interpolable HEXA_8 Dataset."""
mn, mx = coords.min(0), coords.max(0)
span = mx - mn
nc = np.maximum((span / voxel).astype(int), 1) # cells per axis
nn = nc + 1 # nodes per axis
axes = [np.linspace(mn[i], mx[i], nn[i]) for i in range(3)]
X, Y, Z = np.meshgrid(*axes, indexing="ij")
node_coords = np.column_stack([X.ravel(), Y.ravel(), Z.ravel()]).astype(np.float32)
# Box-average each point's velocity into its nearest node.
nsp = (span / (nn - 1)).astype(np.float64)
ijk = np.round((coords - mn) / nsp).astype(int)
for a in range(3):
ijk[:, a] = np.clip(ijk[:, a], 0, nn[a] - 1)
lin = (ijk[:, 0] * nn[1] + ijk[:, 1]) * nn[2] + ijk[:, 2]
nnode = int(np.prod(nn))
acc = np.zeros((nnode, 3), np.float64); cnt = np.zeros(nnode, np.float64)
np.add.at(acc, lin, vel.astype(np.float64)); np.add.at(cnt, lin, 1.0)
valid = cnt > 0
nv = np.zeros((nnode, 3), np.float64); nv[valid] = acc[valid] / cnt[valid, None]
# Dilate-fill empty nodes from filled neighbours so no cell samples the zero background.
grid = nv.reshape(nn[0], nn[1], nn[2], 3); vg = valid.reshape(nn[0], nn[1], nn[2])
it = 0
while not vg.all() and it < max(nn) * 2:
it += 1
for ax in range(3):
for s in (1, -1):
rolled, rv = np.roll(grid, s, axis=ax), np.roll(vg, s, axis=ax)
fill = (~vg) & rv
grid[fill] = rolled[fill]; vg[fill] = True
node_vel = grid.reshape(-1, 3).astype(np.float32)
# HEXA_8 (CGNS type 17) connectivity, 1-BASED (see data-and-operators.md).
ii, jj, kk = (a.ravel() for a in np.meshgrid(
np.arange(nc[0]), np.arange(nc[1]), np.arange(nc[2]), indexing="ij"))
nid = lambda i, j, k: (i * nn[1] + j) * nn[2] + k
conn = np.stack([
nid(ii, jj, kk), nid(ii+1, jj, kk), nid(ii+1, jj+1, kk), nid(ii, jj+1, kk),
nid(ii, jj, kk+1), nid(ii+1, jj, kk+1), nid(ii+1, jj+1, kk+1), nid(ii, jj+1, kk+1),
], axis=1)
conn1 = (conn + 1).astype(np.int32).ravel() # +1 -> CGNS 1-based
nelem = conn.shape[0]
ds = ug.create_dataset(
grid_coords=wp.array(node_coords, dtype=wp.vec3f), element_type=17,
element_range=wp.vec2i(1, nelem),
element_connectivity=wp.array(conn1, dtype=wp.int32))
comps = [wp.array(np.ascontiguousarray(node_vel[:, i]), dtype=wp.float32) for i in range(3)]
ds.add_field("velocity", Field.from_arrays(comps, AssociationType.NODE))
return ds, mn, mx, spanDetecting which path you are on: emitter_streamlines guards with
ds.get_num_elems() <= 0 (a point cloud reports zero elements) and raises
NotImplementedError rather than emitting stuck lines. Route point-cloud inputs through
build_hex_volume before seeding.
Illustrative Tuning (Tune In The Generated App)
The values below are starting points for a moderate-scale +X flow dataset, not portable
defaults or evidence for a particular sample. Tune them against the dataset bounds, velocity
scale, seed density, and frame-time target, then record the chosen values with the app.
| knob | value | why |
|---|---|---|
| voxel size | ~0.18 | coarse enough that the box-average + dilate produce a fully filled, smooth interpolable volume (fine lattices leave holes and cost memory) |
| seed placement | upstream plane/sphere ahead of the body, traced Direction.FORWARD | seeds must start where the field is nonzero and flow into the body; `a practical starting point is a Y–Z plane near the upstream side of the bounds |
initial_dt | 0.02 | first integrator step |
min_dt | 0.004 | floor for the adaptive stepper |
max_dt | 0.10 | ceiling per step |
max_steps | 420 | enough to cross the ~13-unit domain at these dt/velocity |
tolerance | 1e-2 (loose on purpose) | a tight tolerance makes the adaptive stepper clamp to tiny steps and stall; loosening it lets lines actually traverse the domain |
| color clamp | probed |velocity|, 3rd–97th percentile | so near-body slowdown reads instead of the freestream (|v| ~ 30) collapsing to one color |
res = streamlines.compute(
ds, "velocity", seeds_ds, initial_dt=0.02, min_dt=0.004, max_dt=0.10,
max_steps=420, tolerance=1e-2, direction=Direction.FORWARD)
...
vmin = float(np.percentile(speed, 3)) # robust clamp — near-body slowdown reads
vmax = float(np.percentile(speed, 97))Velocity/dt scale matters. Total integration time ≈ max_steps * mean_dt. With
|v| ~ 30 and a ~13-unit domain, the streamline needs total integration time ≈ 13/30 ≈ 0.3 s to cross; the dt schedule above supplies it. If your field's magnitude or domain size
differs by an order of magnitude, rescale initial_dt/max_dt/max_steps proportionally —
otherwise lines either stall short or shoot out of the domain in a few steps.
Optional — mask interior nodes so streamlines deflect around the body
Currently streamlines can pass through the car body (the reconstructed hex field has no
notion of the solid). If the source .npz carries a signed-distance field, mask the lattice
nodes that fall inside the body (sdf < 0) — zero their velocity (or drop their cells)
so seeds deflect around the body instead of tunnelling through it. Sample the npz sdf at
each lattice node (nearest-node, same binning as the velocity) and gate:
inside = sample_sdf_at_nodes(node_coords) < 0.0 # nearest-node sdf per lattice node
node_vel[inside] = 0.0 # or exclude cells that touch inside nodesThis is an honest current limitation: masking improves realism near the surface but the reconstruction is still a coarse box-average, so treat deflection as indicative, not solver-accurate.
Gotchas
Stuck lines mean a zero field, not bad seeds. If curves collapse to their seed points and
probereads zero, the dataset is a point cloud with no elements — voxelize to HEXA_8 first. Checkds.get_num_elems();<= 0means no interpolation.gaussian_point_cloudwon't save you in this build — its DataModel lacksDatasetAPI, so it can't backstreamlines/probe. Use the hex-lattice reconstruction.Seed where the field is nonzero. An emitter sphere/plane outside the domain (or inside the masked body) yields empty or zero-length curves.
emitter_streamlinesraises"emitter produced no streamlines"whenpts.shape[0] == 0.Loosen
tolerance(~1e-2). A tight tolerance starves the adaptive stepper down tomin_dtand the lines never traverse the domain.Hex connectivity is 1-BASED. Add
+1to the computed node ids beforecreate_dataset(CGNS convention, matching data-and-operators.md).Percentile-clamp the color. Without a 3rd–97th percentile clamp the freestream saturates the colormap and the interesting near-body gradient is invisible.
Rebuild, don't patch, on emitter move. Regenerate seeds → recompute → re-author the
BasisCurvesprim each move; keep the write in the serialized OVStage loop.
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
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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
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