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-python-interactions/feature-patterns.md
Feature patterns
Controllers
Sample both IWER controllers every animation frame on the controlled-client path; sample native actions through public borrowed handles after OVXR startup.
Freeze grip/aim pose, profile, trigger, squeeze, thumbstick, and focus.
Enforce the client 1024-byte wire ceiling and the server decoded-size ceiling.
Normalize physical components before semantic actions.
Cancel active actions on blur, visibility loss, tracking loss, stop, or profile replacement.
Extract composed scene triangles once per stage generation in a disposable USD worker and upload one persistent Warp/CUDA mesh. Cast only fixed preallocated right-grab and left-teleport slots while their mapped controls are active. Refit a moved allowlisted target only at release/cancel; never traverse USD, rebuild a mesh, mint an ordinal, or launch an idle query per frame. Unsupported gprims/instances fail closed.
Keep reported interaction profile, declared physical hardware, measured grip, measured aim, and profile-scoped ray policy separate. Model/trigger alignment may derive from authored locator geometry; never rewrite poses by eye.
Hands
Sample
XRFrame.getJointPosefor WebXR's 25 joints and synthesize only the OpenXR palm, yielding the canonical 26-joint order.Use periodic int16 keyframes and keyframe-relative deltas. A lost delta must not corrupt later frames; reacquisition requires a new full keyframe.
Publish all 52 proxy leaves in one documented scene transaction on the render owner; native source support is conditional on the installed lifecycle capability. Do not treat the camera-update helper as a general hand API. Visual size may differ from measured contact radius, but never feed display scaling into contact logic.
Position/orientation VALID bits authorize a joint pose. Preserve TRACKED bits as active-versus-inferred quality telemetry; do not discard valid inferred poses and do not read invalid fields.
Use hand-scale-relative pinch hysteresis; validate open→pinch→hold→open.
Keep a validation fixture absent until the first pinch creates it. Once a valid grab owns that fixture, retain ownership and follow the pinch midpoint while the pinch remains active; do not require overlap with the fixture's previous-frame position after motion begins.
Treat the OVPhysX child write/step/read proof separately from contact-pair verification. If the bridge lacks contact reads, label overlap analytic.
Navigation and anchors
Store absolute translation, floor yaw, scale, and revision.
Capture the pivot at gesture begin; compute later updates from the begin state so packet loss cannot accumulate drift.
Route controller locomotion, teleport, desktop movement, and client gestures into one state stream.
Reset and increment revision on stage change. Focus loss clears latched input.
Keep source USD and
metersPerUnitunchanged.Left-stick forward comes from current VIEW forward projected to the floor. Use the live managed anchor for user movement, yaw and scale; preserve the head pivot and source scene roots. See the self-contained navigation contract.
XR UI
Keep UI out of USD and OVRTX scene geometry.
Prefer the controlled-client renderer when runtime composition layers are not public. Use stable surfaces/nodes, revisions, ray/UV hit tests, capture, and cancel on focus or tracking loss.
Correlate actions to server state; reject stale document revisions.
Controller-pointer features inherit the same measured ray, source lifetime, capture cancellation, and navigation-space tests as scene tools even though client-native UI creates no USD geometry.
Cross-feature acceptance
Use the spatial-input feature validation checklist for every new tracked pose, interaction tool, anchor, or generated visual. A feature-specific happy-path test is not enough: preserve the disabled-feature head-tracking control, transaction ownership, lifecycle cleanup, bounded hot path, consumed-stage proof, and visible-pixel gate.
Mirror
Probe and exercise
/dev/shmfrom the publisher/consumer execution namespace; do not infer native availability from a sandbox mount. Size the mount for the negotiated frame depth and resolution rather than silently redirecting to/tmp.Publish pixel order and exact per-frame foveation metadata atomically when the API permits it.
When NPP is available, downscale on a private CUDA stream to an independent, aspect-preserving publication bound. Rescale pixel-space foveation metadata with the image and report source, requested bound, actual publication size, backend/fallback, pixel reduction, and unchanged headset resolution.
Use a long-lived staging buffer and asynchronous synchronization.
Letterbox to preserve aspect ratio. Bound publication and client draw cadence.
Preview the cadence gate before acquiring an OVXR readback, then enforce it again under the publisher lock. The first check avoids needless context-lock traffic; the second remains authoritative when desktop and headset products share a stream.
Treat connection and presentation demand separately. A minimized or hidden WebView can remain connected; report visibility over the control plane and use the idle heartbeat until it becomes visible again.
Keep newest-frame-wins semantics at every handoff. If sequence ordering is already enforced before publication and RAF only draws newer sequences, one retained full-frame WebView buffer is enough.
Correlate a published frame without changing OVStream's ABI by assigning a monotonic public
VideoFrame.start_timestamp_nsand sending a bounded app-owned sideband keyed by the exact resulting SHM capture timestamp. Carry producer epoch/sequence, the ordinal actually consumed by OVRTX, source product, and live submission state as decimal strings. Copy and release the borrowed native pixels before a short exact-key wait; never join nearest timestamps or substitute the current stage floor for a missing mapping.Measure each boundary honestly: producer submit time/bytes, native SHM copy, response-body materialization, and WebGL upload. Do not label sequence gaps as queue depth or time only the callback after an
arrayBuffer()transfer.Verify the installed ovstream version's buffer-lifetime contract before removing application staging; do not infer a newer contract from one machine while the sample still supports an older wheel.
A performance proof must use the real SHM source, demonstrate advancing frame hashes or sequences, and measure foreground versus idle publication demand. A responsive-layout capture proves presentation and aspect preservation; it does not by itself prove producer throttling, GPU unwarp, or native resize.
Capability-check
ContextDesc.readback_foveation_unwarpin the installed SDK. When it produces rectilinear captures, omit client PQW inversion; applying it again distorts the preview. Distinguish configured readback domain from an actually received image. Some current warped-submission configurations produce no captures despite requesting unwarp: keep headset settings unchanged, report preview unavailable after sustained misses, label any retained image stale, and clear that diagnosis only after a fresh capture sequence. A working disabled-foveation mirror does not prove warped capture compatibility.
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
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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