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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/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 counts
The 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 prim
Coloring 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 calls find_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), and probe reads zero everywhere. There is no error — just stuck lines. That silence is what costs the hours.

gaussian_point_cloud is a red herring here — in this build its DataModel lacks DatasetAPI, so it cannot back a streamlines/probe dataset. 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, span

Detecting 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.

knobvaluewhy
voxel size~0.18coarse enough that the box-average + dilate produce a fully filled, smooth interpolable volume (fine lattices leave holes and cost memory)
seed placementupstream plane/sphere ahead of the body, traced Direction.FORWARDseeds 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_dt0.02first integrator step
min_dt0.004floor for the adaptive stepper
max_dt0.10ceiling per step
max_steps420enough to cross the ~13-unit domain at these dt/velocity
tolerance1e-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 clampprobed |velocity|, 3rd–97th percentileso 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 nodes

This 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 probe reads zero, the dataset is a point cloud with no elements — voxelize to HEXA_8 first. Check ds.get_num_elems(); <= 0 means no interpolation.

  • gaussian_point_cloud won't save you in this build — its DataModel lacks DatasetAPI, so it can't back streamlines/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_streamlines raises "emitter produced no streamlines" when pts.shape[0] == 0.

  • Loosen tolerance (~1e-2). A tight tolerance starves the adaptive stepper down to min_dt and the lines never traverse the domain.

  • Hex connectivity is 1-BASED. Add +1 to the computed node ids before create_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 BasisCurves prim 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

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  • 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)
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