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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/navigation-presets/README.md

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

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

Navigation Presets

Use this reference only when a prompt asks for switchable navigation, Blender- or Revit-style controls, CAD/DCC muscle memory, grab-the-world navigation, or fly mode with speed control. A viewer with no such request keeps the defaults from conventions.md: left-drag orbit, middle-drag pan, right-drag dolly, and wheel zoom.

Read viewer-input-routing/README.md first, then camera-controls/README.md. Those references remain authoritative for transport normalization, viewport ownership, camera state, sanitization, matrices, and commit paths. This reference adds preset dispatch, switching, and the operations in preset-camera-ops.md; it does not replace the default camera controller.

Architecture

Keep one camera state and one operation implementation. A preset is a dispatch table over the normalized helper buttons (0=left, 1=middle, 2=right) and modifier bits (SHIFT=1, CTRL=2, ALT=4):

PRESETS = {
    "default": {"drags": {(0, 0): "orbit", (1, 0): "pan", (2, 0): "dolly"},
                "wheel": "zoom"},
    "blender": {"drags": {(1, 0): "orbit", (1, 1): "pan", (1, 2): "dolly"},
                "wheel": "zoom", "keys": "blender_views"},
    "revit": {"drags": {(1, 0): "pan", (1, 1): "orbit"},
               "wheel": "zoom_at_cursor", "dblclick": {1: "frame_all"}},
    "grab": {"drags": {(0, 0): "pan_locked", (2, 0): "orbit"},
             "wheel": "zoom"},
    "fly": {"drags": {(2, 0): "look", (1, 0): "pan_locked"},
            "wheel": "fly_speed", "step": "fly_move"},
}

Resolve the exact (button, modifiers) entry on every move so a modifier pressed during a drag takes effect on the next move. Do not use a separate camera controller per preset. The default preset is the initial state unless the product explicitly chooses another one.

Preset characteristics:

  • Revit: bare middle drag pans, Shift+middle orbits, wheel zooms toward the cursor, and middle-button double-click frames all. Left click remains selection.

  • Blender: middle orbits, Shift+middle pans, Ctrl+middle dollies, and the standard front/right/top and 15-degree step views are available from numpad keys. If emulate-numpad is offered, top-row digits may alias those views.

  • Grab: bare left drag uses cursor-locked pan so the grabbed world point stays under the pointer; orbit is assigned to right drag.

  • Fly: WASDQE is integrated once per frame in world units/second. W/S and A/D use gravity-aligned horizontal directions, E/Q move along world-up, and the wheel changes speed rather than zooming. Clear held keys on focus loss.

Axis snapping, double-click focus, and other product-specific gestures are optional enhancements, not requirements for claiming Blender or Revit parity.

Switching and UI

Switching changes only the active dispatch table. Cancel the current gesture first, retain the same camera state, validate the name, and publish the effective state. This prevents a half-held drag or a camera jump:

def set_preset(name: str) -> None:
    if name not in PRESETS:
        raise ValueError(name)
    camera.cancel_interaction()
    state.preset = name
    broadcast("navPresetChanged", {"preset": name,
                                   "available": list(PRESETS)})

For streamed viewers, accept { "event_type": "setNavPreset", "payload": { "preset": "revit" } } on the server and broadcast navPresetChanged on change and client connect. Serialize switching with input dispatch. Local viewers update their in-process state and toggle group.

In browser viewers, prefer an on-screen preset control. Do not reserve bare digits for preset switching when Blender view keys are available; browser shortcuts and keyboard focus also make global hotkeys fragile. If desktop hotkeys are needed, use an explicit chord and document it.

Existing behavior and validation

Keep click-vs-drag selection, transform-gizmo ownership, letterbox mapping, fit-to-stage, world-up configuration, and renderer/OVStage write ownership from the existing references. A preset must not bypass those contracts.

Add math-only tests for:

  • cursor-locked pan and zoom-at-cursor fixed points;

  • preset switching cancelling the old gesture without changing camera pose;

  • Revit bare-middle pan versus Shift+middle orbit;

  • Blender view keys and live modifier changes;

  • fly displacement of speed * dt, with no world-up component for planar motion;

  • elevation and minimum-distance clamps under every operation.

See preset-camera-ops.md for the renderer-independent math.

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

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