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/native-picking-selection/README.md
Native Picking And Selection
Triggers
Use this skill for native picking, native selection, enqueue_pick_query_async, ovrtx_enqueue_pick_query, ovrtx_set_pickable, SelectionGroupStyle, SelectionFillMode, ovrtx_set_selection_outline_group, click picking, or marquee selection.
Use this as the primary ovrtx reference for viewport picking and selection
feedback. It replaces the older segmentation-buffer GpuPicker, CPU ray/AABB
fallback, ID mapping, and Warp outline workflows.
For ovrtx picking, selection, path dictionary, or C API behavior beyond this
reference, read references/dependencies for acquisition guidance and supplemental
dependency documentation.
Before copying a named Python or C API symbol from this reference, inspect the
current upstream ovrtx AGENTS.md, relevant skills/, matching examples, and
public API documentation or headers. Treat names, signatures, pick-result layout,
and mapped-buffer behavior below as validation targets; adapt to the installed
API when they differ.
First Rules
Picking uses native pick queries:
Renderer.enqueue_pick_query()in Python andovrtx_enqueue_pick_query()in C/C++.Pickability uses native renderer helpers:
Renderer.set_pickable()in Python andovrtx_set_pickable()in C/C++.Selection visuals use native selection groups and renderer styles:
SelectionGroupStyle,SelectionFillMode,Renderer.set_selection_group_styles(),Renderer.set_selection_outline_group_strings(),OVRTX_CONFIG_SELECTION_OUTLINE_ENABLED,ovrtx_set_selection_group_styles(), andovrtx_set_selection_outline_group().Native picking, pickability, and selection outlines are renderer-owned interaction surfaces. Runtime transforms, material/effect attributes, visibility toggles, and physics poses are OVStage-owned feature writes.
EffectLayer material faders are not selection highlighting in this workflow.
Do not scaffold
GpuPicker,cpu_picking.py,seg_outline.py, or Warp outline systems in new ovrtx apps.
Renderer Setup
Enable native outlines when the renderer is created:
import ovrtx
config = ovrtx.RendererConfig(
selection_outline_enabled=True,
selection_outline_width=4,
selection_fill_mode=ovrtx.SelectionFillMode.GROUP_FILL_COLOR,
)
renderer = ovrtx.Renderer(config=config)
renderer.set_selection_group_styles({
1: ovrtx.SelectionGroupStyle(
outline_color=(1.0, 0.6, 0.0, 1.0),
fill_color=(0.0, 0.0, 0.0, 0.0),
)
})In C/C++, use the config entry/key for
OVRTX_CONFIG_SELECTION_OUTLINE_ENABLED, the selection outline width and fill
mode config entries, then call ovrtx_set_selection_group_styles() for runtime
group colors.
Renderer-level outline enablement, width, and fill mode are creation-time settings. Recreate the renderer to change them. Group colors are runtime state.
Pickable Flags
Set pickability whenever the app changes the selectable set. This is a renderer-native exception to the OVStage data-plane rule because it controls which prims the OVRTX pick pass should consider. Pass renderer path IDs (for example, decoded pick-hit IDs), not paths from a different dictionary:
def set_pickable(renderer, prim_path_ids: list[int], enabled: bool) -> None:
renderer.set_pickable(prim_path_ids, enabled)Pickability is separate from selection state. A prim can be pickable without being selected, and selected paths should be cleared or updated independently when the selectable set changes.
For canonical strings, use renderer.set_pickable_strings(paths, enabled) and
renderer.set_selection_outline_group_strings(paths, group). These remain
renderer-owned operations when attached to OVStage.
Single-Click Pick
Convert UI coordinates to RenderProduct pixels, then normalize them to [0, 1]
top-left-origin RenderProduct coordinates. Enqueue the one-pixel-equivalent
rectangle before the renderer step that should consume it:
def click_pick(renderer, render_product_path: str, x: int, y: int, width: int, height: int, ordinal: int) -> list[str]:
renderer.enqueue_pick_query(
render_product_path=render_product_path,
left_ndc=x / width,
top_ndc=y / height,
right_ndc=(x + 1) / width,
bottom_ndc=(y + 1) / height,
flags=ovrtx.OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO,
)
products = renderer.step(
render_products={render_product_path},
delta_time=1.0 / 60.0,
ordinal=ordinal,
)
frame = products[render_product_path].frames[0]
return decode_pick_paths(renderer, frame)Renderer.enqueue_pick_query() waits until the query is registered and returns
no result payload. Renderer.enqueue_pick_query_async() instead returns an
operation whose wait() confirms registration. In both APIs, consume results
from the next step that renders that RenderProduct. Do not add
ovrtx_pick_hit to USD orderedVars: the query produces that synthetic render
var automatically for that step. Look it up by the synthetic name rather than
an authored RenderVar path.
Associate each queued pick with the displayed RenderProduct and stage generation. Enqueue, render, and decode against that same product; discard the result if its scene was replaced before the UI receives it.
C/C++ ovrtx_enqueue_pick_query() returns enqueue status; it does not return
pick results.
For an attached OVStage renderer, ordinal must be the render owner's latest
committed ordinal. Queueing UI input does not create a second render loop or an
independent pick step.
Marquee Selection
Marquee selection is the same API with a larger normalized rectangle. Convert
its inclusive pixel bounds to left_ndc, top_ndc, right_ndc, and
bottom_ndc, where the right and bottom edges are just past the last included
pixel. Apply replace/add/subtract selection semantics after the paths are
decoded.
Decode Pick Results
Native pick results arrive as the synthetic OVRTX_RENDER_VAR_PICK_HIT render
var on the step that consumed the query:
import numpy as np
import ovrtx
def decode_pick_paths(renderer, frame) -> list[str]:
pick_var = frame.render_vars[ovrtx.OVRTX_RENDER_VAR_PICK_HIT]
mapping = pick_var.map(device=ovrtx.Device.CPU)
try:
magic = int(np.from_dlpack(mapping.params["magic"]).reshape(-1)[0])
version = int(np.from_dlpack(mapping.params["version"]).reshape(-1)[0])
hit_count = int(np.from_dlpack(mapping.params["hitCount"]).reshape(-1)[0])
prim_path_ids = np.from_dlpack(mapping["primPath"]).copy().reshape(-1)
finally:
mapping.unmap()
if magic != ovrtx.OVRTX_PICK_HIT_MAGIC or version != ovrtx.OVRTX_PICK_HIT_VERSION:
raise RuntimeError("Unexpected ovrtx pick-hit schema")
paths = []
seen = set()
for prim_path_id in prim_path_ids[:hit_count]:
path = renderer.resolve_prim_path_id(int(prim_path_id))
if path and path not in seen:
paths.append(path)
seen.add(path)
return pathsThe click example requests OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO for surface
hit data from a one-pixel query. Path-only selection can omit the flag. Follow
the upstream picking skill
and pick-result semantics
for result tensors, first-hit handling, and marquee restrictions.
Selection Groups
Assign selected prims to non-zero groups and clear old selection with group 0.
Selection outline groups are renderer feedback state; keep them native OVRTX and
do not replace them with material/effect or Fabric attribute writes:
def write_selection_groups(renderer, groups_by_path: dict[str, int]) -> None:
if groups_by_path:
renderer.set_selection_outline_group_strings(
list(groups_by_path),
[groups_by_path[path] for path in groups_by_path],
)The corresponding C/C++ calls are renderer-only, stream-ordered operations:
uint8_t selected_groups[selected_count]; /* fill with 1 */
uint8_t previous_groups[previous_count]; /* fill with 0 */
// Clear first so prims retained in the new selection are selected again.
ovrtx_set_selection_outline_group(renderer, previous_path_ids, previous_count, previous_groups);
ovrtx_set_selection_outline_group(renderer, selected_path_ids, selected_count, selected_groups);Use group IDs consistently across the app:
| Group | Meaning |
|---|---|
0 | Cleared / no outline |
1 | Primary selection |
2 | Secondary selection or marquee preview |
3 | Hover, when supported |
End-To-End Update Pattern
def apply_pick_result(hit_paths: list[str], mode: str = "replace") -> None:
old_mesh_paths = set(selection.mesh_paths)
if mode == "add":
selection.paths = sorted(set(selection.paths) | set(hit_paths))
elif mode == "subtract":
selection.paths = sorted(set(selection.paths) - set(hit_paths))
else:
selection.paths = list(hit_paths)
selection.mesh_paths = expand_to_descendant_meshes(selection.paths)
writes = {path: 0 for path in old_mesh_paths - set(selection.mesh_paths)}
writes.update({path: 1 for path in selection.mesh_paths})
write_selection_groups(renderer, writes)
message_handler.send_message("stageSelectionChanged", {"prims": selection.paths})Tree/sidebar selection should call the same selection-state function as viewport picking. Keep the selected tree path separate from the expanded mesh paths used for visual outlines.
If selection drives another feature, dispatch a command after the canonical selection state is updated. The feature manager should write through the OVStage runtime owner and publish the write before the renderer consumes it:
apply_pick_result(...)
-> write_selection_groups(...) # native OVRTX outline state
-> send stageSelectionChanged
-> queue_feature_update(selected_paths)
-> OVStage write at ordinal N
-> renderer update_from_stage/step consumes NDo not put material faders, visibility toggles, transform animation, or OVPhysX pose samples into the native picking helper.
UI Coordinate Contract
Convert browser CSS pixels, framebuffer pixels, or native window pixels into RenderProduct pixels before enqueueing a query.
For streamed viewers, account for
object-fit: containletterboxing.For local viewers, account for widget scaling and image placement.
Reject clicks outside the rendered image unless marquee selection should clamp to the image bounds.
Use a drag threshold so small pointer movement still counts as a click.
Do not run click selection after an orbit/pan/zoom drag.
Lifecycle
On scene load or switch:
Pause picking while reset/load is in progress.
Clear pending pick requests and selected paths.
Populate and publish the new stage and render product, then complete the renderer update from that publication before applying native prim state.
Reapply pickable flags for the new stage.
Reapply selection group styles if the renderer was recreated.
Clear stale selection groups with group
0when previous prim paths are still valid; otherwise discard the old runtime set.For same-scene recomposition that preserves selection intent, mark its groups dirty and reapply them after the completed renderer update, before rendering.
Resume picking after the render product is producing valid frames.
Compatibility Paths
InstanceSegmentationSD picking, GpuPicker, CPU ray/AABB fallback,
learn_mapping, isolation discovery, runtime bbox ID repair, and Warp
segmentation outlines are compatibility paths. Keep them only for explicit
compatibility needs or custom post-process overlays. They are not the ovrtx native
path.
Troubleshooting
No pick hit: verify the query is registered before the matching
renderer.step()and that its rectangle uses normalized RenderProduct coordinates. Do not add the synthetic pick-hit var to USDorderedVars.Wrong object selected: verify letterbox/scaling conversion and click-vs-drag handling.
Sidebar or tree clicks move the camera, pick unexpectedly, or make the video appear to jump: gate server
on_inputbehind asetViewportInputActivemessage from the React shell, disable it for DOM controls, and cancel active camera interaction when disabled.Video disappears or shifts after selection/property updates: keep the viewport container layout-stable with constrained flex/grid tracks,
min-height: 0,overflow: hidden, and a pinned#remote-videousingobject-fit: contain.Empty path string: resolve the path ID and discard empty paths before updating selection.
No outline: verify renderer outline config, group styles, and non-zero groups assigned through
set_selection_outline_group()orset_selection_outline_group_strings().Fill color missing: verify
SelectionFillMode.GROUP_FILL_COLORor the equivalent C fill mode.Picking fails on a multi-GPU system: pin the picking RenderProduct to CUDA-visible GPU 0 with
deviceIds = [0]. See also:viewer-input-routing,object-selection,selection-feedback,stage-hierarchy,camera-controls,streaming-messages,streaming-server,local-viewer,stage-management.
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