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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/prim-info-display/README.md

Prim Info Display

Triggers

Use this skill for object information, show properties, inspect prim, selected object panels, tooltips, prim info, read_attribute, or metadata requests.

Use this skill when a selected object should reveal readable USD information.

What To Show

Minimum useful fields:

  • Display name: prim.GetName()

  • Full path: str(prim.GetPath())

  • Type: prim.GetTypeName()

  • Kind/model metadata if available.

  • Transform: authored xformOp:* values and computed world transform.

  • Material: direct or inherited material binding path.

  • Visibility/purpose and selected variant sets when relevant.

For broad property inspection, use stage-hierarchy serialization rules and cap large arrays.

Summary And Detail Contract

For asset review, show a compact summary immediately, then organize the full payload into a detailed read-only table. The summary should contain the name, full path, type name, classification or kind when authored, child count, and available state flags: active, defined, loaded, abstract, and instance or instance-proxy. Treat these fields as optional because a prim type or the active runtime may not expose every one.

Group the detailed table so a reviewer can scan rather than parse an arbitrary JSON blob:

GroupTypical fields
TransformAuthored xform ops and computed world transform.
MaterialDirect or inherited binding path.
VisibilityVisibility and purpose.
VariantsSet names, selections, and available choices.
AttributesValues, schema/type information, and capped array previews.
RelationshipsNamed targets, including material relationships when applicable.
MetadataKind, authored metadata, and other composition details.

Use a compact placeholder while a newly selected prim's detail request is in flight. Do not retain the prior prim's table until the response arrives.

Preferred Data Path

Use OVStage runtime reads for current inspector attributes first:

  1. Use the runtime query adapter with a specific or all-attribute filter to discover available attributes and descriptors.

  2. Use runtime scalar reads for one value per prim, such as omni:xform, radius-like numeric values, tokens, or shader inputs.

  3. Use runtime array reads for variable-length values, such as mesh points, normals, or faceVertexCounts.

  4. Use pxr only for variant sets, relationship targets, material binding strings, and USD metadata until runtime APIs cover those at the same fidelity.

import numpy as np

COMMON_ATTRS = ["omni:xform", "visibility", "purpose", "inputs:Fader"]

def runtime_prim_info(runtime, path: str) -> dict:
    query = runtime.query_prims(
        attribute_filter_mode="specific",
        attribute_names=COMMON_ATTRS,
    )
    attrs = query.get(path, {})
    data = {
        "name": path.rsplit("/", 1)[-1],
        "path": path,
        "attributes": sorted(attrs.keys()),
    }
    if "omni:xform" in attrs:
        values = runtime.read_attribute("omni:xform", [path])
        data["local_transform"] = np.asarray(values).reshape(1, 4, 4)[0].tolist()
        data["world_transform"] = runtime.read_world_transform(path).tolist()
    if "inputs:Fader" in attrs:
        values = runtime.read_attribute("inputs:Fader", [path])
        data["fader"] = float(np.asarray(values).reshape(-1)[0])
    return data

read_world_transform is an application adapter, not an OVStage attribute alias. It composes current ancestor locals and reset-stack flags through the shared transform model. Read both inspector transforms from the same runtime snapshot.

Do not force every inspector field through pxr just because the UI already has a worker. The worker should augment runtime data with variants, material relationship strings, and authored metadata when those fields are requested. Direct OVRTX reads are for renderer diagnostics or legacy pre-OVStage viewers, not the default inspector path.

Delivery-Mode Field Sets

The exact fields shown differ by delivery path:

ModeCurrent fields
Streaming headless ovui overlayName, path, typeName, translate, rotate, scale, material binding, and a projected world-center anchor.
Streaming React inspectorSelected name/path/type plus KIND, VISIBILITY, MATERIAL, and BOUNDS derived from getPropertiesResponse.
Local ovui overlayName, path, type, and position, projected into the local viewport with image-letterbox offsets.
Tauri shared React panelSelected path plus PrimProperty[]; the current backend stub returns only a path property until a Rust/USD property query is added.

Runtime Property Query Pattern

For selected-prim panels, keep a small allowlist of high-value attributes and cap payload size before sending over a data channel:

def read_selected_attributes(runtime, path: str, attr_names: list[str]) -> dict:
    info = runtime.query_prims(
        attribute_filter_mode="specific",
        attribute_names=attr_names,
    ).get(path, {})

    values = {}
    for name, desc in info.items():
        if desc.is_array:
            arrays = runtime.read_array_attribute(name, [path])
            values[name] = np.asarray(arrays[path])[:1000].copy().tolist()
        else:
            value = runtime.read_attribute(name, [path])
            values[name] = np.asarray(value).copy().tolist()
    return values

Token/path-valued data may surface as numeric token or path IDs rather than user-facing strings. Keep pxr fallback for readable visibility tokens, material binding targets, relationship lists, and variant sets when the UI needs display strings:

from pxr import UsdGeom, UsdShade

def prim_info(stage, path: str) -> dict:
    prim = stage.GetPrimAtPath(path)
    if not prim or not prim.IsValid():
        return {}
    data = {"name": prim.GetName(), "path": str(prim.GetPath()), "type": prim.GetTypeName()}
    xformable = UsdGeom.Xformable(prim)
    if xformable:
        data["world_transform"] = [list(xformable.ComputeLocalToWorldTransform(Usd.TimeCode.Default()).GetRow(i)) for i in range(4)]
    binding = UsdShade.MaterialBindingAPI(prim).ComputeBoundMaterial()[0]
    if binding:
        data["material"] = str(binding.GetPath())
    data["properties"] = {a.GetName(): serialize_value(a.Get()) for a in prim.GetAttributes()}
    return data

UI Patterns

  • Sidebar panel: best for dense property lists and stage-tree selection.

  • Floating panel: best for visual selection feedback near the selected object.

  • Tooltip: best for short name/type/path hints.

Do not duplicate a full editor property inspector unless the user asks for the ovui editor path.

Floating Panel Projection

Build a ui.Placer in the viewport ZStack, store a world-space anchor, and update the projected screen position each frame. Use the rendered image rect, not the full widget rect, so letterboxing does not offset the panel.

def world_to_screen(point_3d, view_matrix, proj_matrix, viewport_w, viewport_h):
    point = np.array([point_3d[0], point_3d[1], point_3d[2], 1.0], dtype=np.float64)
    view = np.asarray(view_matrix, dtype=np.float64).reshape(4, 4)
    proj = np.asarray(proj_matrix, dtype=np.float64).reshape(4, 4)
    clip = proj @ (view @ point)
    depth = float(clip[3])
    if abs(depth) < 1e-9:
        return math.nan, math.nan, depth
    ndc = clip[:3] / clip[3]
    return (ndc[0] * 0.5 + 0.5) * viewport_w, (ndc[1] * 0.5 + 0.5) * viewport_h, depth
placer = ui.Placer(offset_x=8, offset_y=8, width=0, height=0, stable_size=False, visible=False)
with placer:
    build_prim_info_panel()

def update_overlay_position(world_center):
    vp_w, vp_h = viewport.widget_size()
    image_x, image_y, image_w, image_h = viewport.image_content_rect()
    sx, bottom_y, depth = world_to_screen(
        world_center,
        camera.get_view_matrix(),
        camera.get_projection_matrix(aspect_ratio=image_w / max(1.0, image_h)),
        int(round(image_w)),
        int(round(image_h)),
    )
    sx = image_x + sx
    sy = image_y + (image_h - bottom_y)  # top-left UI origin
    if depth <= 0.0 or not (math.isfinite(sx) and math.isfinite(sy)):
        placer.visible = False
        return
    panel_w, panel_h = 260, max(130.0, float(getattr(panel_container, "computed_height", 0.0) or 0.0))
    placer.offset_x = min(max(8.0, sx - panel_w * 0.5), max(8.0, vp_w - panel_w - 8.0))
    placer.offset_y = min(max(8.0, sy - panel_h - 80.0), max(8.0, vp_h - panel_h - 8.0))
    placer.visible = True

Use bbox top-center as the anchor when available; fall back to local-to-world translation. Hide the panel when selection clears, the prim is invalid after scene switching, or the projected point is behind the camera.

Streaming Overlay Path

For server-side WebRTC overlays, viewport-overlays owns the headless ovui composition path. It uses the same info fields and projection idea but renders to an alpha frame that is blended over the stream.

See also: stage-attribute-reads, stage-hierarchy, object-selection, viewport-overlays, local-viewer, ovstage-data-plane.

Adding This To An Existing Omniverse Realtime Viewer

  • Add server/prim_info.py or extend server/stage_queries.py with selected-prim info queries backed by OVStage runtime queries and read_attribute() / read_array_attribute() wrappers.

  • Maintain current selected prim path, latest info payload, and an invalidation flag for scene reloads.

  • Use stageSelectionChanged as the trigger to request or push fresh prim info.

  • Reuse getPropertiesRequest -> getPropertiesResponse for dense property panels.

  • Do not emit only getPropertiesResult for the current React inspector; it listens for getPropertiesResponse.

  • Frontend wires a PrimInfoPanel to selection state and property responses. In React, update a selectedPathRef.current synchronously inside the stageSelectionChanged handler, clear the panel, then request properties. Accept getPropertiesResponse only when response.prim_path equals that ref. Do not guard with closure-captured selectedPath; fast property responses can otherwise be dropped after selection changes.

  • Local Omniverse Realtime Viewer apps can use a sidebar or viewport overlay tied directly to the local stage query object.

  • Include name, path, type, transform, material, visibility, purpose, metadata, and variants when available.

  • Prefer OVStage runtime attribute reads for transform and numeric/tensor values; use pxr for variant sets, relationships, material binding strings, and USD metadata.

  • Cap large arrays and serialize USD values using stage-hierarchy rules before sending JSON. For inspector panels, send counts plus a small preview for mesh buffers such as points, normals, faceVertexIndices, and UV primvars; do not send complete geometry arrays over WebRTC.

  • Hide or clear the panel when selection clears, the scene switches, or the prim becomes invalid.

  • Floating panels need bbox anchors, camera projection, and viewport letterbox offsets from the viewer shell.

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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