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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-validation/library-only-validation.md

Build a CloudXR.js/IWER proof without the sample

Required inputs and capability scope

Use an application built with the sibling runtime and interaction skills, an installed CloudXR runtime, matching CloudXR.js client generation, the public IWER package, and a browser driver such as Playwright. Select the runtime/client pair from current public vendor compatibility guidance and record its exact identity together with the resolved IWER version. A sample repository, Tauri shell, native UI layer, and native action callbacks are not prerequisites for proving the opaque-channel path.

Inspect IWER's installed public declarations/examples to bind its actual remote interface for device transforms, hand poses and selection controls. Use the installed bundle consistently; a sample CDN fallback may load a different version. Make the chosen IWER device own navigator.xr before the CloudXR client starts. Do not fabricate WebXR poses or dispatch server-only feature messages in place of a claimed input path.

Implement the harness boundary

The production client samples XRFrame head/controller/hand poses using the exact XRReferenceSpace object CloudXR uses for pose submission, including any offset reference space. Capture that explicit owner reference; never select the last space returned by an intercepted requestReferenceSpace. A diagnostic request for local after the stream selected local-floor can introduce a head- height offset even though both objects are valid. Use that same reference for controller transport and pixel projection. Managed-anchor conversion cannot correct a mismatched client-space origin. Send bounded snapshots over an advertised CloudXR opaque channel with client-session ID, epoch, sequence, source time, focus/tracking and stage generation. Decode/validate/enqueue on the server; apply semantics and anchor changes on its render thread. Keep driver control in the public IWER API rather than altering server state directly.

Expose an app-owned status/reply protocol containing at least:

{
  "requestId": "move-1",
  "acceptedRevision": 7,
  "appliedRevision": 7,
  "contextGeneration": 1,
  "stageGeneration": 1,
  "rendererId": "renderer-1",
  "serviceId": "service-1",
  "frameSequence": 123,
  "submitted": true,
  "result": "SUCCESS"
}

Names are an example, not OVXR exports. Include committed/consumed ordinals for scene writes when available. Anchor acceptance must also expose pending versus frame-latched state; an accepted setter alone cannot prove camera motion. If exact pixel-to-server-frame correlation is unavailable, state that limitation and use a visible uniquely sequenced scene change plus post-change decoded frame evidence rather than claiming an exact frame match.

Bounded startup and proof

  1. Allocate explicit unused ports and unique artifact directories. Record process identities and commands; implement the application-owned supervisor with your own readiness markers and commands. Never terminate an unrelated port owner.

  2. Start the web client, then the CloudXR service and renderer. Start IWER after listener readiness; do not wait for an HMD system before connecting its client. That would be a circular wait.

  3. Set the browser's actual connection UI to the same host/port, Quest 3, 1024×896 per eye, immersive VR, and XRWebGLLayer alpha/depth false for the baseline. These are reproducible test choices, not universal runtime limits.

  4. Require a real XR session/reference space/base layer, advertised opaque channel, advancing client frame serial, submitted server SUCCESS, and increasing decoded-frame stats before interaction assertions.

  5. Drive IWER head/controller transforms through public APIs. Exercise the production snapshot sender, await correlated accepted and applied state, then capture decoded scene pixels after a new submitted frame.

  6. Read the WebGL framebuffer only in a small armed budget after a known decode; disarm after capture. Never keep readPixels in every XR frame callback.

  7. Capture ordered baseline/moved/rotated/scaled/reset images and a short animation, plus the exact requests, replies, negotiated extents and logs. Validate image dimensions, hashes and visible nonblank differences. DOM screenshots may show only controls; inspect actual decoded XR pixels.

  8. Disconnect/reconnect, require a new input epoch and stable renderer identity. Verify context generation matches the declared lifetime policy: it advances for detach/recreate, but can stay stable for a supported persistent session. Test tracking/focus loss and rearm, then clean up owned groups and verify port release.

Use separate bounded cases for the three update lanes:

CaseRequired identity/state evidence
Anchor move/yaw/scale and documented product resolutionSame context, service, renderer; active new anchor/resolution; continued head motion and changed pixels
Foveation/readback configuration refreshNew context generation, same renderer/stage/service; reopened channels, resubmitted frames; record whether browser renegotiation was needed
CloudXR backend/port/create-time property changeNew service and context; old listener released; browser reconnected to matching settings; retained renderer where supported

A driver's timeout is a failed or blocked case, not permission to substitute a simpler claim. Preserve its last boundary, logs, status and pixels. Report each lane as verified, failed, or not exercised; do not generalize a resolution test to arbitrary RenderProduct mutation.

Hand and native boundaries

Public whole-hand presets can prove index pinch and root movement; they do not prove an independently driven middle finger. Native startup and action attachment follow upstream input guidance through the library route. Browser proofs may deliberately disable native actions and must be labelled as opaque-channel evidence; they do not establish physical controller behavior. A custom compositor has its own export/ABI gate only when that compositor is being tested.

An animation can be encoded from owned PNGs with Pillow; verify n_frames > 1 and visually inspect first/middle/last frames. Record library hashes/revisions, client/runtime/IWER versions, device profile, commands, deadlines, identities, capability gaps, pass/fail assertions and cleanup alongside it. Do not upload or commit artifacts unless that publication is part of the user's requested work.

Measured lifecycle harness ordering

Pause controller/hand senders before sending a context-refresh or service-restart intent. Reopen the advertised opaque channel after new handles exist, then resume input; an ordinary send to a deliberately closed channel is a harness ordering failure, not evidence that anchor movement failed. A service restart requires the browser to exit/reconnect. Reconcile generation counters after reconnection instead of treating a queued response as completion.

Record the exact input exercised: physical IWER head/controller pose and stick changes differ from application-level navigation gesture intents sent through the opaque channel. The latter can prove live scale rendering, but do not prove a two-hand gesture recognizer or a physical headset. Include final orderly shutdown and released listeners in the result.

Mirror and desktop proof

Apply the runtime skill's mirror lifetime contract for application-owned readback leases, copied staging, resize and reconnect. A same-session desktop resize changes publication bounds, not headset source resolution. Prove new real image dimensions and connection epoch where SHM is recreated, retained pixel order/metadata, resumed demand, and changing pixels.

Record the exact UI surface tested. Real React controls through a development SHM/HTTP adapter establish application behavior, not native Tauri shell behavior. A --no-mirror/control-only run establishes no desktop image claim. Keep its actual headset CXR/IWER pixel evidence separate. Fake native clients and unit tests establish cleanup/ordering only; they cannot substitute for the GPU copy and resize proof.

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