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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/conventions.md

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

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

Omniverse Realtime Viewer Conventions

These conventions are the shared behavior contract for all focused references in this skill package. If a focused reference needs one of these values, use this file instead of inventing a local rule.

Architecture

  • All USD and 3D rendering uses ovrtx.

  • Browser-streamed apps display an ovstream video stream in a video element. The browser does not render USD geometry.

  • Desktop apps display frames rendered by ovrtx in-process or through local pixel transport.

Mouse And Input

These mouse bindings apply to desktop/browser viewports. XR uses spatial input and its capture/activation policies; do not translate a hand pinch into desktop mouse orbit or force every XR node to activate on release.

  • Left mouse button drag: orbit.

  • Middle mouse button drag: pan.

  • Right mouse button drag: dolly/zoom.

  • Scroll wheel: zoom; scroll up zooms in.

  • Left click selection fires on mouse release, not press.

  • A press becomes a drag when either axis moves by more than 1.0 pixel.

  • Local ovui button IDs are remapped before calling shared camera code: 0 -> left/orbit, 2 -> middle/pan, 1 -> right/dolly.

  • WebRTC input uses the NVST native input channel. The browser streaming library forwards binary InputEvent structs to ovstream; React does not implement client-side 3D camera math or send JSON camera input.

  • SHM input uses ovstream.Client(ovstream.ClientType.SHM, stream_name="...").send_input_event(event) from Python or ovstream_client_send_input_event(client, event) from C with InputEvent structs. Do not send JSON mouseInput for SHM camera control.

  • In-process transports call the Python/C++ camera, selection, and settings APIs directly.

Selection

  • Default viewer behavior is single-select. Selecting a new prim replaces the previous selection; clicking empty space clears selection. If multi-select is requested, every subscriber must explicitly support mixed values and multiple highlighted prims.

  • Viewport selection should use the selected delivery path's native picking route first, then a documented fallback when native picking cannot resolve a selectable prim.

  • Selection state is keyed by stable USD prim paths and synchronized across the viewport, tree, property panel, and any status or info surfaces.

  • Selection feedback should be renderer-visible and work for arbitrary valid USD scenes. Prefer native outlines or selection groups when the selected renderer path supports them.

  • Material-driven glow, visibility changes, or shader-parameter effects are optional pick effects. Use them only when the active stage exposes compatible targets or the user explicitly asks for that behavior.

  • Selection animation is optional and product-specific. If requested, keep it parameterized, reversible, and safe for the stage's units and coordinate system; do not assume a fixed lift direction, duration, or asset scale.

Viewport And Rendering

  • Choose render size from the delivery skill and product requirements. Keep it fixed for a session unless the viewport-resize/README.md skill is explicitly selected.

  • UI resize scales the displayed image; it does not dynamically resize the render product unless the viewport-resize/README.md skill is explicitly selected.

  • Browser video uses object-fit: contain.

  • NVST maps pointer coordinates between the contained video and intrinsic stream resolution. Local apps use the visible image content rect for the same letterbox mapping.

  • Standard ovstream consumers expect BGRA8; convert or colorize AOVs on the producer. An explicitly application-controlled XR SHM mirror may instead preserve RGBA with a matching consumer and generation-bound frame metadata, as specified in XR mirror. This exception is not compatible with stock SHM consumers; never swizzle twice or infer order.

  • Shader bake/compile can take time on first load. Complete warmup before accepting client connections when startup latency matters.

For client-gated XR runtimes, renderer warmup and listener/client readiness are separate: follow XR bring-up. Do not wait for a client-bound XR context before allowing that client to connect.

Camera

These camera controls concern application-owned desktop/browser cameras. OVXR owns headset eye cameras and their frame schedule. Apply navigation through the XR anchor contract; a desktop companion must not orbit the headset eyes.

  • The camera is a USD prim, updated by writing omni:xform.

  • Camera matrices are row-major: row 0 = right, row 1 = up, row 2 = -forward, row 3 = eye/translation.

  • Fit the camera to the stage on initial load unless the app restores an explicit saved camera state.

  • Camera gizmos are ovui overlays: local apps draw them in the viewport UI; streaming apps composite server-side ovui output into the BGRA stream.

Scene Loading

  • User USD files are not modified by viewer setup.

  • Viewer camera, render product, render vars, settings, and selection metadata live in a session layer or composite wrapper.

  • Clear selection, hover, temporary effects, and any viewer-authored runtime overrides on every stage load.

  • Serialize population, scene attachment/replacement, runtime writes, and renderer.step() through the runtime owner; see stage-management/README.md.

  • Detect the scene root dynamically on the server and pass root_prim_path to clients instead of hardcoding /World.

Physics And Runtime Simulation

  • Choose a supported shared-stage integration or an explicit worker boundary using physics-simulation/README.md or newton-physics/README.md.

  • The application owns the simulation clock and publication. Give each animated transform one writer; camera/UI commands and physics updates meet at the runtime owner rather than racing independent stage mutations.

  • Keep generated physics overlays and transient state separate from user USD. Worker boundaries carry copied poses/status, not borrowed native handles.

Streaming Protocol

  • WebRTC signaling and media ports are selected by the streaming/deployment skills. Do not hardcode deployment-specific ports unless the selected reference or hosting environment requires them.

  • App messages travel over the data channel as JSON with { "event_type": "...", "payload": {...} }.

  • Receive application JSON through ovstream on_app_message; the transport removes its envelope before app dispatch. Native pointer/key input uses on_input. See streaming-messages/README.md for the shared app protocol.

Environment

  • Set OVRTX_SKIP_USD_CHECK=1 before importing or constructing ovrtx.

  • For a stage-first attached renderer, call ovrtx.register_schema_paths() after importing ovrtx but before constructing or first populating OVStage, and before any other OpenUSD consumer initializes. Importing ovrtx alone does not register those paths unless its explicit auto-registration option was enabled before import.

  • Import/setup order for streaming servers is: environment variables -> ovrtx + schema registration -> ovstage create / population -> renderer attachment -> streaming helpers -> pxr only behind the chosen isolation boundary.

  • Keep renderer.step() ownership on one render thread or UI 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

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

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