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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/ovxr-composition-ui/performance-and-telemetry.md

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

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

Spatial UI Performance And Telemetry

Render FPS is the primary budget. Separate state-changing work from pose-only work and keep both away from blocking XR-frame operations.

Retained And Asynchronous Work

  • Build hierarchy/property models only when stage generation or requested data changes.

  • Run Yoga and Skia off the XR thread and publish the newest complete immutable revision through a bounded latest-wins handoff.

  • Upload dense UI pixels only for a new document revision.

  • Pre-author analytic controller, ray, tooltip, gizmo, and chrome geometry; update bounded pose/vertex data instead of creating prims.

  • Extract stage meshes, bounds, and selectable mappings at generation boundaries. Keep USD traversal and pxr out of the frame loop.

  • Use one immutable input snapshot and one bounded transform publication batch.

  • Cache stable tracking-to-world and model metadata for the input lifetime; invalidate them on their explicit lifecycle boundaries.

Do not deep-copy status trees, serialize proof artifacts, poll Fabric, launch an idle ray query, or log unchanged pose dictionaries every frame. Explicit audits are finite and armed; they stop automatically after consuming their bounded evidence.

A persistent raster subprocess is still synchronous if the XR owner writes to its pipe and waits for the reply. Hover, capture and selection changes must enqueue bounded latest-wins revisions; keep showing the previous complete raster and its matching hit map until the new pair is ready. A response timeout does not bound a blocking request-pipe write. Test interaction bursts and a stalled worker, not only unchanged-panel steady state. Keep at most one render in flight, one replaceable pending request, and one complete result. Bind subprocess readers to their own process generation; discard late output after reset. Give both request writes and responses a worker-side deadline and interrupt a stuck child on shutdown. Retry only a bounded number of times while retaining the last complete image/hit-map pair.

Account for bytes per revision: 2048x1024 RGBA8 is 8 MiB, four times 1024x512. Raising raster resolution does not justify uploading it for pose changes. Coalesce obsolete revisions and measure raster/IPC/upload latency separately. Do not scan a full RGBA canvas for routine diagnostic coverage on the XR owner. Compute bounded diagnostics in the raster worker or arm a finite audit. Track geometry upload bytes separately from texture bytes; a narrowly defined transfer counter is not necessarily total host-to-GPU traffic.

Required Counters

  • Raster: model generations, render revisions, texture uploads, unchanged revision upload attempts, renderer queue drops and latency.

  • Primary path: injected/omitted frames, per-eye draws and scissors, full-eye copies/bytes, transfers/bytes, same-frame waits, slot exhaustion.

  • Timing: bounded CPU compose and queue-submit windows; GPU timestamps read only after an existing frame-slot fence has signaled.

  • Whole owner loop: include input, post-submit UI work, diagnostics and capture contention; a timer stopped at scene submission hides later work.

  • Geometry: per-eye accepted, clipped, composed, and draw-included surfaces, bounds, index spans, and rejection reasons.

  • Input: epoch, sample/display time, owner/focus/activity/validity, explicit reference space, ray hit/UV/distance, capture phase, and cancellation reason.

  • Identity: native integration build/hash, manifest or hook selection, runtime versions, and process start time.

Unavailable measurements remain unknown, not passed.

Connected-session measurement and targeted optimization

Bound connection waiting separately from the capture window. Exclude disconnected pacing and shader warmup from steady headset FPS. Report frame interval median/tails plus gesture-active versus idle windows; correlation is not causation. Preserve scene/view, resolution, material policy, foveation and mirror demand for A/B runs. Stop a one-shot collector after its requested session, disconnect, deadline or error; do not silently rearm it.

Timing lanes can nest: SDK wall time includes runtime waits and child begin/bind/submit lanes; controller time can contain gesture and tool work. Never sum overlapping lanes. Native compositor CPU timing can exclude earlier mesh construction. Report coordinate conversion, mesh packing/construction, mirror capture/copy/publication and post-submit owner work explicitly; unknown GPU or transport latency stays unknown.

Before rewriting a renderer, measure bounded CPU work: batch 26/52-joint conversion against one active anchor snapshot, pack analytic strokes into reusable contiguous buffers, preserve native mesh capacity, and avoid creating unused frame-result wrappers. Keep a scalar reference for equivalence checks, one immutable input snapshot, and a documented fallback for unavailable batch capabilities. Do not cache an anchor across a real change or drop validity flags. Disable unused fixture/physics work rather than merely hiding its visuals. One-time hide/reset publication is acknowledged only after successful owner publication; include activation generation so stale async results cannot revive an earlier fixture. CPU microbench improvements are not headset FPS evidence.

Proof Boundaries

Track these separately:

  1. Application state was accepted.

  2. A finite per-eye mesh was composed.

  3. The submitted draw and scissor included its indices and bounds.

  4. The depth/alpha contract was valid.

  5. Measured fragments survived scissor/depth and changed the primary output.

  6. Correlated decoded or headset pixels showed the surface.

A later boundary cannot be inferred from an earlier one. If bounded fragment instrumentation is needed, consume results only after an already-signaled production fence; do not add a second draw, full-eye readback, or same-frame wait.

Steady-State Gate

Across a settled interval with an unchanged panel raster, require zero unchanged-revision texture uploads, primary full-eye copies/transfers, same-frame fence waits, steady Fabric reads, and unbounded diagnostics. Require an explicit draw/scissor budget per eye and bounded CPU/GPU timing samples. Batch compatible surfaces, allowing measured foreground/depth-policy splits; count actual draw commands separately from render passes and scissor changes. Pose updates may upload bounded geometry even when texture uploads are zero. Report texture, geometry and total host-upload bytes separately; do not redefine zero-copy to mean no full-eye copy while hiding these smaller transfers.

Compare matched scene/view, resolution, foveation, mirror demand, material policy, build and warmed shader state. Report steady and interaction-time frame intervals separately. A short startup GPU timing window cannot explain an unrelated end-to-end FPS difference. Isolate AR material/refraction/cutout options individually while rechecking correct transparency and edge quality.

Count native eye capture independently from mirror publication. Disarming a one-shot reader or hiding a preview does not disable create-time native capture. End diagnostic-only capture through the documented context lifecycle; do not rebuild a context merely because a shared mirror still needs capture. For create-time-only capture, explicitly opt the diagnostic into a context refresh afterward (which may require client reconnect), or require an existing capture consumer. Coalesce cleanup with a pending lifecycle change. Cancel old workers before detach and reject their completion against replacement contexts. Attempt/time budgets bound application retries, not an unresponsive GPU driver.

Exercise retirement/disconnect/context refresh with GPU work in flight. Fence polling in the steady loop does not prove bounded teardown. Define timeout and device-loss handling without freeing resources the GPU still owns.

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

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip