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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/realtime-sim-integration/README.md

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

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

Simulation in the Viewer Loop

Use this reference to combine a stateful simulation with an OVRTX viewer through OVStage. The application runtime owns scheduling and publication; scene adapters supply models, solvers, asset mappings, and controls. Keep asset discovery and scene catalogs outside the runtime so it can serve different scenes and engines.

Use newton-physics or physics-simulation for engine integration, interaction-round-trip for user control, and ovstage-data-plane for writes.

The frame contract

Choose scheduling deliberately. A synchronous loop finishes each physics step before publishing and rendering; it is simple but its input latency includes that physics work. An asynchronous loop polls a completion event and harvests only completed simulation state. It renders the last accepted simulation pose while camera and other viewer edits continue to publish.

per viewer tick, on the runtime owner:
    drain input for the active stage generation
    poll outstanding simulation work without blocking
    if complete: harvest state and validate finite poses
    compose camera, animation, gizmo, and accepted simulation updates
    write all changed state at one owner-allocated ordinal K
    wait for those writes, then advance and wait for the floor once
    render the latest committed ordinal, even while physics is paused/pending
    enqueue bounded fixed-step work when running and no conflicting work is active

Only the runtime owner allocates publication ordinals and advances the floor. Feature modules contribute updates to that transaction. Give a simulated body's transform one owner, or compose its animation/gizmo offset explicitly before the final write; combining dictionaries is not an ownership policy.

GPU state must be complete before readback, but this does not require blocking every viewer tick. Use producer events and retained buffers to harvest finished work. When overlap is unsupported by the engine, use the explicit synchronous path and measure its latency. Drain outstanding work before reset or detachment.

Keep publication separate from stepping so attachment and reset can publish a held pose. Never publish non-finite simulation state; preserve the last good pose and pause physics while navigation remains usable.

Attach, pause, and reset

Publish an initial held pose at attachment, even if the simulation starts paused. Make publication independent of solver stepping. Generated body prims may start at identity until the simulation's opening pose reaches the renderer.

Reset through the solver's supported reset API, restoring state buffers, velocities, controller state, and solver history coherently. Clear queued input and catch-up debt, then publish the reset pose. Define whether Reset returns to the authored state or the warmed-up opening pose and save that snapshot once. While paused, continue processing navigation and other viewer feature updates.

Stage generations and shutdown

Scene replacement, detachment, or model rebuild retires a simulation attachment. Tag requests and asynchronous results with the active stage generation:

stop new work for generation G
finish its outstanding device operations
release its binding, publisher, and captured graph
discard queued commands and results for G
construct and attach generation G+1
publish its opening pose before reporting readiness

Ignore late results instead of applying them to matching paths in the new stage. A reset can retain a binding if its model and topology are unchanged, but still invalidates queued work. Keep control state unavailable during a transition and allow navigation once the new committed stage is displayable.

Publication cost

Batch transforms into one columnar write, ordered to match the stage query. Complete all attribute writes for the tick, then call advance_write_floor(ordinal).wait() once. Enqueueing alone does not complete publication. Advances are monotonic: an older request leaves a higher floor unchanged. Query the authoritative floor on attachment or for diagnostics rather than rereading it after every completed advance.

Publish optional velocities, joint state, and telemetry only for active consumers. Measure stage-call overhead as well as transferred bytes. Use prim-transform-safety for local matrix conversion and the concrete writer.

Pacing and GPU capture

Use a fixed simulation time step with bounded catch-up work. Measure step cost and input latency to choose the budget; cap queued simulation work as well as completed frames. Report lagged simulation state instead of delaying all viewer input to repay accumulated simulation time.

Keep GPU stream and graph-capture ownership explicit in the process. Warm up before capture, coordinate with other GPU libraries, and use producer completion events before reading captured outputs. Invalidate capture after topology, solver, device, or relevant scheduling changes. Retain an uncaptured path and choose capture only when a matched measurement justifies it.

For pipelining, harvest completed work, compose and publish viewer changes, render, then enqueue the next bounded simulation work. Draining is required for reset/detach, not on every interactive tick. Engine integrations that cannot safely overlap work should use the synchronous contract explicitly.

Control and failure behavior

Call host controllers before each simulated frame's substeps, outside captured graphs. Give controllers their own simulation-frame counter; a dropped display frame must not alter a trajectory. Use engine-supported device control for per-substep actuation. Surface controller failures and pause or hold according to the product's interaction model.

Validate finite poses before publication. On divergence, retain the last good pose and show a distinct paused/error state while the viewer remains usable. Liveness counters alone do not establish simulation correctness: test the requested physical behavior, such as contact or controlled displacement, in addition to checking rendered motion.

Scene preparation and validation

Check initial collision overlap, support, and joint travel across the intended motion range. Convert physical parameters by their dimensions and stage units; not every parameter scales like length. Derive framing and gesture magnitudes from the selected subject's bounds rather than unrelated backdrop geometry.

Validate first pose, motion, pause, reset, and scene replacement. Exercise camera and animation changes during a deliberately slow or paused simulation and check that each rendered frame consumes the owner's latest committed publication. Compare simulation, publication, rendering, and input latency on the same scene, solver configuration, duration, and device placement. For nondeterministic solvers, repeat behavior checks with appropriate tolerances.

For a solver running asynchronously beside OVXR, follow XR simulation lifecycle.

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

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