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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/ovui-local-viewer-recipe/project-structure.md

ovui Local Project Structure

Pattern, Not Fixed File Layout

A local Omniverse Realtime Viewer is one desktop app process where ovrtx owns rendering and the local UI presents already-rendered frames. The file tree below is a worked layout, not a requirement. Reorganize modules to match the host repo as long as one UI/render owner serializes renderer mutation, viewer-owned USD state stays out of user files, viewport input is mapped through the visible image rectangle, and scene/query/settings code remains below the UI widget layer.

Global Rules

  • Before writing any code, read references/dependencies for current runtime acquisition, environment contracts, and verification steps.

  • NEVER use WebGL, Three.js, Babylon.js, or any client-side 3D renderer. All USD rendering is done by ovrtx in-process. The desktop window displays ovrtx-rendered frames via ovui, not a browser canvas. If local validation cannot run because the GPU/runtime environment is absent, scaffold the ovrtx code anyway and document the GPU requirement.

  • For deployment work, read references/cloud-deployment and use the supported paths documented there, such as OKAS 1 or Brev.

  • Keep the local Omniverse Realtime Viewer as one desktop application process. Use ovui for the native window and UI, ovrtx for rendering, and optional pxr/OpenUSD queries for hierarchy, bounds, properties, and variants.

  • Do not add ovstream, WebRTC, a browser frontend, or React unless the user explicitly changes the delivery target to a streaming Omniverse Realtime Viewer.

  • Do not start a full editor shell for the lightweight local Omniverse Realtime Viewer. Use focused local UI companion utilities only when they solve a narrow problem, such as an image bridge.

  • Make one UI/render loop the sole owner of renderer.step(), open_usd(), open_usd_from_string(), reference add/remove APIs, reset_stage(), native pick queries, selection outline writes, and live write_attribute() calls. UI callbacks update local state or enqueue work for that loop.

  • Set OVRTX_SKIP_USD_CHECK=1 before ovrtx work. Keep import order disciplined for the chosen local path.

  • Never modify the user USD file when adding viewer camera, render products, render vars, settings, selection metadata, inline session data, or runtime selection outline attributes.

  • Do not inject viewer lights unless the user requested viewer-controlled lighting. User stages usually own their lighting.

  • Always account for letterboxing when converting ovui mouse coordinates to render-image pixels for picking, overlays, and camera controls.

1. Create The Project Skeleton

Create a single desktop app package. Use this structure unless the host repo already has an equivalent convention:

local-usd-viewer/
  .gitignore
  README.md
  requirements.txt or pyproject.toml
  local_app/
    __init__.py
    __main__.py
    app.py
    config.py
    runtime.py
    renderer_runtime.py
    scene_loader.py
    viewport.py
    input_controller.py
    camera_controller.py
    selection_controller.py
    scene_manager.py
    render_settings.py
    stage_queries.py
    settings_store.py
    widgets/
      toolbar.py
      scene_picker.py
      stage_tree.py
      prim_info_panel.py
      render_settings_panel.py
      status_bar.py
  assets/
    samples/
  data/
    viewer-settings.json

Do this:

  • Create the skeleton files above directly in the generated app.

  • Add a project .gitignore that excludes local virtual environments, caches, frontend artifacts, logs, and Python bytecode, at minimum: .venv/, .cache/, node_modules/, dist/, __pycache__/, *.log, and logs/.

  • Keep renderer, USD, camera, selection, hierarchy, and settings state inside local_app/.

  • Put sample USD files under assets/samples/ or accept an absolute configured asset root. Do not hard-code developer machine paths.

  • Persist cross-scene viewer settings under data/viewer-settings.json or a user-configurable settings path.

  • Keep UI widgets thin. They should render app state and call local runtime actions; they should not own renderer state directly.

Critical contracts:

  • local_app/__main__.py is the process entry point only. It parses config, constructs runtime objects, initializes ovui, enters the app loop, and shuts down cleanly.

  • local_app/runtime.py owns high-level state, command dispatch, loading state, current scene, current selection, and lifecycle coordination.

  • local_app/renderer_runtime.py owns the ovrtx renderer, render product path, frame stepping, frame extraction, and live attribute writes.

  • local_app/scene_loader.py owns viewer camera/render-product/render-var injection and never mutates user USD files.

  • local_app/viewport.py owns the ImageBridge, displayed image widget, overlay hit surface, viewport size, and letterbox math.

  • local_app/input_controller.py owns ovui mouse/keyboard callbacks and translates them to camera, picking, and context-menu actions.

  • local_app/stage_queries.py owns hierarchy, properties, variants, bounds, and descendant mesh expansion.

Decision points:

  • If the user asks for the quickest local demo, build one process with a fixed render resolution and a small built-in scene picker.

  • If the user asks for a native desktop app with Rust/Tauri and React UI, stop using this recipe and read references/tauri-local-viewer.

  • If the user asks for full editor docking, property inspectors, transform gizmos, or editor workflows, switch to the dedicated full-editor skill before choosing the shell.

  • If the user asks for S3, MinIO, or cloud asset browsing, keep asset discovery behind scene_manager.py; see references/cloud-assets for the full contract.

Common failure modes:

  • Starting from a full editor application when the user asked for a simple viewer adds heavyweight editor behavior and obscures the core viewport.

  • Putting renderer ownership inside individual widgets makes scene switching and shutdown hard to serialize.

  • Returning raw local filesystem paths in UI labels exposes implementation details and makes asset roots harder to change.

Read for depth: see references/local-viewer, references/ovrtx-rendering, references/stage-loading, and references/usd-viewer-app for the full local shell and renderer contracts.

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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