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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/physics-simulation/README.md

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

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

Physics in a Realtime Viewer

Use OVPhysX for rigid-body simulation, pick-driven impulses, and drop tests. This reference covers the connection between simulation, the viewer runtime, and UI. Use dependencies/nvidia-runtime.md and the selected OVPhysX package's skills and examples for compatible packages, session reads/writes, and engine APIs. For Newton use newton-physics; both engines share the scheduling guidance in realtime-sim-integration.

Choose the integration boundary

Use caller-owned OVStage attachment for continuous simulation when OVPhysX and the viewer use a supported compatible package set. One application owner orders stage publications, physics stepping, and renderer consumption. Input callbacks enqueue intent rather than stepping physics or mutating renderer state directly.

Use a separate worker when the feature is a bounded computation, such as a drop test with replay, or when physics needs a separate supported runtime environment. The worker owns its scene and simulation; the viewer consumes pose samples. A worker is an application architecture choice, not an OVPhysX engine limitation. Resolve incompatible packages through dependencies; do not invent a bridge or mix independent USD population paths inside the active viewer process.

Shared-stage flow

After resolving the external schema provider through dependencies/nvidia-runtime.md, register both PhysX and deformable schema resource directories in each process that reads USD schemas, including workers:

from ovphysx.samples.python_samples.schema_support import physx_schema_paths
import ovstage

ovstage.population.register_usd_schemas([str(p) for p in physx_schema_paths()])

The helper is a shipped sample recipe, not a core OVPhysX API. It locates the provider through distribution metadata without importing its stock-USD bindings or loading pxr into the viewer process. See upstream Physics Schemas for the resource layout and native equivalent. Include Newton schemas in the same registration call when the scene authors newton:* attributes.

Registration precedes the first population/export that initializes the schema registry, including scenes authored with core USD physics properties. Restart the process after a registration-ordering error; a new Stage or PhysX instance cannot recover dropped settings. Then use OVPhysX's documented PhysX.attach_ovstage(stage, read_ordinal=...) and stepping flow for the selected package pair. Collect successful task completion for attach, update, and detach; submission alone is not success. Keep the Stage alive through successful detach or instance destruction, and keep sealed input ordinals readable until their consuming tasks complete.

UI intent -> runtime-owner queue
                  |
       stage edits -> committed input ordinal
                  |
          physics update + fixed steps
                  |
       published poses -> renderer update + step

Use one ordinal allocator and obey each consumer's committed range. Physics output must not be fed back as a new external edit to the same simulation. Keep fixed-step catch-up bounded so navigation and rendering remain responsive. See realtime-sim-integration for scheduling and GPU capture lifetime.

Simulation state and cleanup

Use the selected upstream session read/write examples for new integrations. Type-based synchronous conveniences use read_sync() and write_sync(); collect write commits with commit_sync() or the operation's successful wait before stepping. A context-manager exit alone does not collect a commit's outcome.

Copy pose/telemetry values that must outlive a read session. Release every borrowed read array and downstream view before destroying PhysX, including references retained by loop variables, UI caches, or pending results. Closing the session alone does not drop those aliases; live borrows can block destruction and scene replacement. Stage teardown uses detach plus successful completion; restoring an initial simulation pose is a separate state-reset operation.

Worker and replay flow

Capture coherent simulation input on the runtime owner: the source asset plus current live overrides for participating bodies and colliders, including static colliders. Include their current transforms and any supported geometry or physics edits; reopening the source alone loses session edits. Send that copied snapshot with the canonical target path, requested action, bounded duration, and stage generation. Return target paths, sample times, poses, and operation status; choose a transport that fits the sample volume rather than requiring a particular JSON schema.

Keep the trajectory tied to that snapshot throughout computation and replay. Either hold conflicting edits to its participants and ancestors, or invalidate the job and trajectory when those inputs change within the same stage. Camera navigation and unrelated edits can continue.

Run the worker off the UI/render thread. Provide pending, cancel, and failure states while the viewer continues navigation. Cancel or ignore its result if the scene changed. Keep native logs separate from a structured result channel.

Replay through the render owner's OVStage transform writer, one committed publication per displayed update. omni:xform is a local transform; convert world-space simulation poses into the target parent's space before writing. omni:fabric:worldMatrix is derived state, not the renderer's transform input. Use prim-transform-safety for transform composition and ovstage-data-plane for the matrix write contract.

Give one subsystem ownership of a body's pose while simulation or replay is active. Suspend selection animation and transform dragging on that body, or compose them explicitly before the single final transform write. Preserve the pre-simulation pose when the product offers reset/undo.

Scene preparation and acceptance

A visual USD asset may lack bodies, colliders, mass, or a physics scene. Author these in a session/overlay owned by the app so the source asset remains intact. Keep prim paths consistent between simulation and display, and expose only physics actions supported by the selected object.

When upgrading an existing scene, check the upstream migration guide for retired joint schemas and changed solver defaults. A scene that loads successfully may still lose joint settings or follow a different trajectory. Validate joint limits, driven motion, contact, and reset against the intended behavior rather than treating finite output or a successful step as sufficient proof.

Edit a body and a static collider before starting a worker job, then verify its input matches their live state. Verify the requested action changes the intended body's pose and is visible in the viewer. Also exercise cancellation, scene replacement during work, and reset. Surface missing physics data or engine failure as an actionable status; do not leave a successful-looking control attached to a body that never moves.

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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