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/headless-shm-cli/README.md
Headless SHM CLI
Triggers
Use this skill for headless CLI, SHM automation, ovusd-shm, viewer
automation, scripted interaction, CLI testing, non-interactive viewer,
screenshot capture, automated scene validation, scripted pick/select sequences,
or programmatic stage tree inspection.
Use this with an existing OVRTX server that exposes the ovstream shared-memory transport. The CLI is a local automation client: it does not render USD, host a UI, or replace the viewer server. It attaches to the named SHM stream, reads frames, sends input and JSON viewer messages, and exits with deterministic stdout/stderr behavior suitable for scripts and CI jobs.
Purpose
Build a command-line client for automation, testing, CI pipelines, and scripted interactions with a running OVRTX viewer server through ovstream SHM. Typical uses include:
capture a rendered frame as PNG, JPEG, or raw BGRA/RGBA bytes
verify stream health and frame dimensions
inspect the USD stage hierarchy and selected prim properties
run scripted camera drags and pick/select workflows
switch AOVs for validation frames
pipe raw frames into video encoders or image-diff tools
When To Use This
Choose the headless SHM CLI when:
an automated test needs to drive a local viewer without opening Electron, Tauri, ovui, or a browser
CI needs smoke tests against an OVRTX server with
--shmenabledscreenshots or raw frames must be captured from the same renderer path as the desktop viewer
scene validation needs hierarchy, property, AOV, selection, or pick checks
scripted interactions should reproduce user workflows such as click, drag, select, inspect, and capture
Playwright or another e2e harness needs a stable backend for renderer state
Do not use this as a remote browser streaming client. For WebRTC browser
delivery, use streaming-server, streaming-client, streaming-messages, and
streaming-lifecycle. For an interactive local desktop UI, use
electron-shm-viewer, tauri-local-viewer, or local-viewer.
Architecture
Node.js CLI
-> generated local SHM client module
-> native Node addon built with node-gyp
-> libovstream_shm_client.so
-> libovstream.so
-> POSIX shared memory frames and control messages
-> Python OVRTX server started with --shmThe Python server remains the source of truth for USD, ovrtx.Renderer, stage
queries, camera state, picking, selection outlines, render settings, and AOVs.
The CLI is only a client:
Frames: wait for the newest SHM frame and write PNG/JPEG/raw output.
Input: send mouse move/button/wheel events to the server.
Viewer state: send JSON
event_type/payloadrequests over the SHM control channel and wait for matching responses.
Reference electron-shm-viewer for the server-side SHM lifecycle and
streaming-messages for message envelope names. Reference object-selection,
stage-hierarchy, stage-attribute-reads, and aov-switching when adding server
handlers that the CLI calls.
For ovstream SHM acquisition and runtime setup beyond this CLI pattern, read
references/dependencies. Keep the CLI client code local to the generated app.
Use the unified native client API and frame ownership rules. Copy borrowed frames before encoding or retaining them. Build the Node addon for Node's ABI separately from the Electron addon.
Prerequisites
A Python OVRTX server is already running with SHM enabled, for example
--shm.The CLI
--stream-namematches the server--shm-stream-name.Node.js 18 or newer is available.
LD_LIBRARY_PATHincludes the directory containinglibovstream.soand any dependent ovstream native libraries.A generated local SHM client module exists in the app workspace, for example
clients/shm-client/.The native addon has been rebuilt for the active Node/Electron ABI with
node-gyp.
Example environment:
export LD_LIBRARY_PATH=/path/to/.venv/lib/python3.10/site-packages/ovstream/lib:$LD_LIBRARY_PATH
export OV_SHM_STREAM_NAME=ovrtx-viewerCommand Reference
Commands should be named after actions and produce script-friendly output.
Successful commands write the primary result to stdout unless --output is
provided. Diagnostics and errors go to stderr. Non-zero exit codes indicate
failure.
frame
Capture one frame from SHM.
ovusd-shm frame --output frame.png
ovusd-shm frame --output frame.jpg --format jpeg
ovusd-shm frame --format raw > frame.bgraOptions:
--output <path>writes to a file instead of stdout.--format png|jpeg|rawcontrols encoding. Inferpngorjpegfrom--outputextension when possible.
Raw output is tightly packed frame data in the native SHM format unless the
package explicitly converts it. Include width, height, format, and pitch in
info output so raw consumers can decode it correctly.
info
Print stream and latest-frame metadata as JSON.
ovusd-shm infoInclude at least stream name, producer liveness, width, height, pixel format, pitch bytes, and sequence number.
tree
Query stage hierarchy rows from the server.
ovusd-shm tree --root /World
ovusd-shm tree --root /World --jsonOptions:
--root <path>selects the root prim path. Default to/Worldonly when the server has no loaded root-prim state to report.--jsonprints the raw tree response for machine checks. Without--json, print a readable indented tree with prim paths and types.
click
Send a viewport click using fractional viewport coordinates.
ovusd-shm click 0.40 0.45
ovusd-shm click 0.40 0.45 --wait-selectArguments are x y in normalized viewport space, clamped to 0..1.
--wait-select waits for a selection change and prints the selected prim path
or null.
pick
Run a raw pick query without changing selection.
ovusd-shm pick 0.40 0.45Print the picked prim path or null. Use pickRequest/pickResult on the
control channel so the server can distinguish raw pick queries from selection
clicks.
drag
Send a scripted viewport drag for orbit or pan behavior.
ovusd-shm drag 0.45 0.50 0.65 0.40 --steps 20 --duration 500Arguments are x1 y1 x2 y2 in normalized viewport space. Options:
--steps <n>controls the number of move events.--duration <ms>spreads the drag over the given duration.
Default to left-button drag for orbit unless the CLI adds an explicit button or mode option that maps to the server's camera controls.
select
Select a prim by absolute USD path.
ovusd-shm select /World/CubeSend selectPrimsRequest {paths:[path]} and wait for
stageSelectionChanged. Print the confirmed path or resulting selected paths.
props
Print properties for a prim.
ovusd-shm props /World/Cube
ovusd-shm props /World/Cube --jsonWithout --json, print tab-separated name, type, and value rows. With
--json, print the server response as structured JSON. Cap large payloads on
the server and preserve any truncated flag.
aov
List or switch render AOVs.
ovusd-shm aov --list
ovusd-shm aov --set LdrColorOptions:
--listprints available AOV names, one per line.--set <name>sendschangeAOVRequestand prints the resulting active AOV state as JSON.
Expose only render vars that map to real full-resolution image data.
stream
Continuously write frames to stdout for video capture or external tools.
ovusd-shm stream --format raw > frames.bgra
ovusd-shm stream --format png > frames.pngstreamDefault to raw output for predictable throughput. Handle SIGINT and
SIGTERM by closing the SHM client cleanly.
Common Options
All commands accept:
--stream-name <name>: SHM stream name. Default toOV_SHM_STREAM_NAMEor the app default such asovrtx-viewer.--timeout <ms>: operation timeout in milliseconds. Default to15000.
Timeouts should apply to stream attachment, frame waits, request/response
round-trips, and --wait-select unless the command documents a shorter
selection-specific timeout.
Building From Source
Build the shared SHM client against the selected SDK headers and libraries,
then build the CLI using the generated project's scripts. Share the client
implementation with desktop and test clients, while building each native addon
for its host runtime ABI. Follow the SDK's loader setup through dependencies
and package the required runtime libraries with the app.
The generated local SHM client module should provide:
TypeScript types for frames, prim nodes, prim properties, input events, AOV state, and request options
a
ShmViewerClientclass that owns its connection and frame pumpPNG encoding without requiring browser APIs
optional JPEG encoding through a Node dependency such as
sharpnative addon loading from installed and source-tree locations
a clear error when
libovstream.soorlibovstream_shm_client.socannot be loaded
The native addon should:
wrap
libovstream_shm_client.sobuild with
node-gypexpose blocking frame waits through a safe JS API for CLI use
validate frame dimensions, pitch, format, and byte lengths
close native handles on process exit or thrown errors
avoid exposing raw pointers or file descriptors to JavaScript
Playwright And E2E Testing
Use the headless CLI as the renderer/test backend when Playwright is responsible for UI checks or orchestration:
import { execFile } from 'node:child_process';
import { promisify } from 'node:util';
import { expect, test } from '@playwright/test';
const run = promisify(execFile);
const streamName = process.env.OV_SHM_STREAM_NAME ?? 'ovrtx-viewer';
test('selects a prim through the OVRTX backend', async () => {
await run('ovusd-shm', ['frame', '--output', 'before.png', '--stream-name', streamName]);
const { stdout } = await run('ovusd-shm', [
'click', '0.50', '0.50', '--wait-select', '--stream-name', streamName,
]);
expect(stdout.trim()).toMatch(/^\/World\//);
await run('ovusd-shm', ['frame', '--output', 'after.png', '--stream-name', streamName]);
});Testing guidance:
start the Python server as a fixture and wait for
shmReadybefore running CLI commandsuse unique stream names per parallel worker
treat the CLI as the source of renderer truth for frame capture, selection, hierarchy, properties, and AOV state
keep browser DOM assertions separate from renderer-state assertions
preserve captured frames as test artifacts on failure
Example Automation Script
#!/usr/bin/env bash
set -euo pipefail
STREAM_NAME="${OV_SHM_STREAM_NAME:-ovrtx-viewer}"
TARGET="${1:-/World/Cube}"
ovusd-shm info --stream-name "$STREAM_NAME"
ovusd-shm frame --stream-name "$STREAM_NAME" --output before.png
picked="$(ovusd-shm pick --stream-name "$STREAM_NAME" 0.50 0.50)"
echo "picked=${picked}"
ovusd-shm select --stream-name "$STREAM_NAME" "$TARGET"
selected="$(ovusd-shm click --stream-name "$STREAM_NAME" 0.50 0.50 --wait-select)"
test -n "$selected"
test "$selected" != "null"
ovusd-shm props --stream-name "$STREAM_NAME" "$selected" --json > selected-props.json
ovusd-shm frame --stream-name "$STREAM_NAME" --output after.pngThis pattern captures a baseline frame, performs a pick/select interaction, verifies that selection state is observable, records selected prim properties, and captures a post-selection frame for visual diffing.
Gotchas
LD_LIBRARY_PATHmust be set before Node starts. Changing it inside the process is too late for native dynamic loading.--stream-namemust exactly match the server--shm-stream-name.Coordinates are
0..1fractional viewport coordinates, not CSS pixels. The client converts them to render-product pixels after reading a frame.Use the fixed server render resolution for input mapping. Do not use browser DOM size or Electron window size in the CLI.
Wait for at least one frame before sending fractional input so width and height are known.
Keep JSON control messages small. Do not send frame bytes through JSON.
Server callbacks should enqueue work; only the server render owner should call
renderer.step(), reset/load scenes, or write live attributes.Raw frame streams need out-of-band width, height, format, and pitch metadata. Capture
infoalongside raw artifacts.In CI, use unique stream names and clean up stale POSIX SHM segments owned by the current test run only.
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
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