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/ovxr-composition-ui/compositor-passes-and-sync.md
Worked compositor passes and synchronization
This application design implements scene-depth tools, foreground gizmos and UI above gizmos without copying the primary eye images. It is not an OVXR callback API. First satisfy image ownership and projection/depth encoding.
Preconditions and per-eye passes
Use the borrowed session's graphics device/queue, waited color image C and matching scene depth D. Verify attachment usage, format, sample count, array layer, subimage bounds, layout and producer synchronization. Do not sample D unless it also has sampled-image usage and a verified layout contract. This baseline uses attachment depth tests, not depth sampling.
Allocate private gizmo depth G for the selected extent/sample count, with a bounded per-slot lifetime. Keep pipeline keys explicit: formats, samples, encoding/compare, blending, depth-write policy and pass. For each eye:
| Pass | Attachments/load | Draw/test/write | Result |
|---|---|---|---|
| Scene tools | C LOAD, D LOAD | Rays/arcs against D; choose depth-write off for this baseline | Tools respect scene occlusion without altering the depth used by later UI |
| Foreground gizmos | C LOAD, G CLEAR | Gizmos test/write G; clear far (0 reversed, 1 normal) | Gizmos overlay scene/tools but self-occlude; D is untouched |
| Panels/chrome | C LOAD, D LOAD | Covered UI tests D with the declared panel policy; write covered opaque/masked depth | Visible UI is drawn after gizmos and wins their overlap; transparent margins reveal prior content |
STORE C/D when used; G is private and never attached to the exported projection depth chain. Do not draw the gizmo a second time in the final UI batch. When no foreground gizmos exist, compatible scene/UI batches may share a pass. Count actual draws and passes, not merely composed eyes.
Within the UI pass, actual panel depth determines overlap for opaque/masked windows; deterministic surface priority breaks coincident-depth ties and must also govern pointer hit arbitration. Fractional AA fringes need a declared depth-write rule. One practical policy separates opaque interior depth writes from color-only edge blending; measure extra draws before adopting it. This does not solve independently reprojected translucent glass, which needs more than one depth per pixel. Do not claim that limitation is fixed by draw order.
Queue and barrier recipe
For one graphics queue, serialize queue access with its owner. Submission order
is necessary but not a substitute for memory dependencies. The following is a
conservative baseline outside render passes, using the corresponding legacy
vkCmdPipelineBarrier masks (or synchronization2 only if enabled):
| Boundary | Source | Destination |
|---|---|---|
| Producer → color LOAD/blend | ALL_COMMANDS / MEMORY_WRITE | COLOR_ATTACHMENT_OUTPUT / COLOR_ATTACHMENT_READ + WRITE |
| Producer → scene depth | ALL_COMMANDS / MEMORY_WRITE | EARLY + LATE_FRAGMENT_TESTS / DEPTH_STENCIL_ATTACHMENT_READ + permitted WRITE |
| Previous pass → next color pass | COLOR_ATTACHMENT_OUTPUT / COLOR_ATTACHMENT_WRITE | COLOR_ATTACHMENT_OUTPUT / COLOR_ATTACHMENT_READ + WRITE |
| Previous depth write → later depth test | EARLY + LATE_FRAGMENT_TESTS / DEPTH_STENCIL_ATTACHMENT_WRITE | EARLY + LATE_FRAGMENT_TESTS / DEPTH_STENCIL_ATTACHMENT_READ + permitted WRITE |
| Retained texture upload → sampling | TRANSFER / TRANSFER_WRITE | FRAGMENT_SHADER / SHADER_READ |
Scope image barriers to the used aspect, mip and array layers. Preserve known color/depth layouts or transition explicitly; never use UNDEFINED for scene C or D because that discards content. UNDEFINED is suitable only for newly allocated or intentionally discarded private G/texture contents, with ordering against any prior uses still respected. Restore the graphics binding's required release layouts before forwarding image release; do not use window-system PRESENT_SRC merely because these are called swapchains.
Memory hazards and stage/access pairing follow the Khronos synchronization examples. Release/queue requirements come from the selected OpenXR Vulkan graphics binding. If rendering finishes on another queue, require the producer's semaphore and queue-family ownership contract. A same-queue barrier cannot repair an unknown cross-queue dependency; omit composition rather than inventing a CPU wait.
Slots, textures and retirement
Before recording, poll a bounded slot fence. A busy slot keeps its command buffer, staging data, descriptors, textures and G alive. If all slots are busy, skip this frame's UI, still flush eligible deferred releases exactly once and forward the original frame. Never reset an unsignaled fence or reuse its memory.
On a new raster revision, copy bytes to owned staging, flush noncoherent host memory over aligned ranges when required, transition the retained texture from its tracked layout to TRANSFER_DST, copy, then transition to SHADER_READ_ONLY. Geometry host writes need the corresponding visibility to vertex/index reads. For unchanged dimensions, queue-order the texture write after earlier sampling; for replacement textures, allocate a new resource and retire the old one only after every referencing slot signals. Do not update a descriptor still in use; use per-slot descriptors or another explicitly enabled lifetime-safe design.
Native acceptance, upload queued, GPU completed and frame submitted are distinct revisions. Keep the matching raster/hit map through that chain as described in async publication. A failed queue submission cannot advance uploaded/presented state. Device loss enters explicit recovery instead of pretending fence completion. Preflight retirement before destroying OVXR's borrowed device; a teardown timeout must retain owners, not free in-flight data.
Required validation
Use Vulkan validation/synchronization validation in a diagnostic run when available. Exercise worker/upload failure, texture resize during queued work, slot exhaustion, per-eye unequal extents, source swapchain destruction and context refresh. Capture scene-through-UI, gizmo-through-handle and transparent margin crossings. Missing image usage or producer synchronization is a blocked capability, not permission to change the scene-depth presentation policy.
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