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/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:
| Group | Typical fields |
|---|---|
| Transform | Authored xform ops and computed world transform. |
| Material | Direct or inherited binding path. |
| Visibility | Visibility and purpose. |
| Variants | Set names, selections, and available choices. |
| Attributes | Values, schema/type information, and capped array previews. |
| Relationships | Named targets, including material relationships when applicable. |
| Metadata | Kind, 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:
Use the runtime query adapter with a specific or all-attribute filter to discover available attributes and descriptors.
Use runtime scalar reads for one value per prim, such as
omni:xform, radius-like numeric values, tokens, or shader inputs.Use runtime array reads for variable-length values, such as mesh
points,normals, orfaceVertexCounts.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 dataread_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:
| Mode | Current fields |
|---|---|
| Streaming headless ovui overlay | Name, path, typeName, translate, rotate, scale, material binding, and a projected world-center anchor. |
| Streaming React inspector | Selected name/path/type plus KIND, VISIBILITY, MATERIAL, and BOUNDS derived from getPropertiesResponse. |
| Local ovui overlay | Name, path, type, and position, projected into the local viewport with image-letterbox offsets. |
| Tauri shared React panel | Selected 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 valuesToken/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 dataUI 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, depthplacer = 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 = TrueUse 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.pyor extendserver/stage_queries.pywith selected-prim info queries backed by OVStage runtime queries andread_attribute()/read_array_attribute()wrappers.Maintain current selected prim path, latest info payload, and an invalidation flag for scene reloads.
Use
stageSelectionChangedas the trigger to request or push fresh prim info.Reuse
getPropertiesRequest->getPropertiesResponsefor dense property panels.Do not emit only
getPropertiesResultfor the current React inspector; it listens forgetPropertiesResponse.Frontend wires a
PrimInfoPanelto selection state and property responses. In React, update aselectedPathRef.currentsynchronously inside thestageSelectionChangedhandler, clear the panel, then request properties. AcceptgetPropertiesResponseonly whenresponse.prim_pathequals that ref. Do not guard with closure-capturedselectedPath; 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-hierarchyrules before sending JSON. For inspector panels, send counts plus a small preview for mesh buffers such aspoints,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
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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