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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/section-views/README.md

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

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

Section Views

Use for clipping planes, cross-sections, capped cutaways, or interactive slice placement in local and streamed OVRTX viewers. Read render-settings for capability-driven controls and viewer-input-routing before adding a gizmo.

Choose the geometry contract

Treat clipping, caps, and interaction as separate capabilities:

  • Native RTX clipping changes visibility at one or more planes. Inspect the selected OVRTX release's render-settings skill, schemas, and RTX section-plane documentation for current attributes, plane layout, sign convention, and lighting policy. A clipping setting alone does not establish cap generation.

  • Caps are optional viewer-owned surfaces rendered by OVRTX. Choose exact CAD sections or polygon-mesh intersections according to the requested fidelity. For exact modeling, start with dependencies/README.md → USD BRep and its upstream operation guidance. For polygon meshes, use the selected public mesh library's plane-intersection and contour APIs, such as Trimesh sections. Use its documented polygon triangulation path; a triangulator such as earcut fills contours but does not compute the mesh/plane intersection. Upstream owns those algorithms.

  • A gizmo edits the app's plane parameters. It may be a native/server-composited overlay or a browser 2D UI overlay over video. It need not select a USD prim.

Declare the supported source scope: static polygon meshes, evaluated deformed meshes, instances, subdivision surfaces, or exact solids. Use the same evaluated geometry and runtime transforms as the visible scene. A control-cage cap is not an evaluated subdivision cap; a source-USD snapshot does not reflect subsequent runtime motion. Report unsupported sources rather than inventing a solid section.

Plane state and cap publication

Keep a canonical plane frame: origin, normalized normal, and tangent basis, plus the retained half-space and cap/lighting preferences. Convert that model once to the renderer's verified plane equation. Axis presets are optional; normal-axis dragging does not imply free rotation support. Keep all plane and mesh calculations in one declared coordinate space, preserving stage units.

For polygon caps, snapshot the source revision and current runtime poses, then intersect each solid with the accepted plane. Stitch closed contours within a scale-aware tolerance, preserve disjoint regions and nested holes, and triangulate in plane coordinates. Define behavior for open, branched, self-intersecting, or degenerate contours; skip with a diagnostic or reject the candidate. Do not fill holes with a convex hull or claim arbitrary non-manifold input is supported.

Orient cap surfaces toward the removed half-space and verify both cut directions. Handle on-plane geometry and clipping tolerances so caps survive native clipping without a visible gap. Bind an explicit cap material; scene surfaces and caps remain server/native OVRTX geometry even when handles are browser UI.

Use ovstage-live-geometry for slot allocation, numeric property mappings, complete topology/bounds updates, and publication through the existing runtime owner. Publish clipping state and its accepted caps as one logical revision before rendering. Tag worker results with scene generation, geometry/pose revision, and plane revision; reject superseded candidates. Coalesce interactive rebuilds and retain the last accepted plane/caps while a candidate is computing. An empty intersection, disabled plane/caps, or scene replacement must retire stale caps.

Interactive placement

Use the shared projection/input model in transform-manipulator, with a plane parameter command in place of its selected-prim transform command. Project the plane origin and normal handle from the authoritative render camera into the fixed render image; scale into the visible image rectangle after letterboxing. Refresh on camera/plane changes, reconnect, and layout changes. Hide or offer an alternate interaction when the normal projects to near-zero length or the handle is behind the camera; a fabricated screen axis is not a world-space constraint.

Snapshot the plane and camera interaction frame at drag start. Derive each update from that baseline, using a supported ray/constraint or projected-axis method, rather than accumulating deltas from prior frames. Give the handle first refusal on input through release/cancel, including outside the viewport. Send semantic intent to the owner and display authoritative accepted state. Cancel/restore and scene-generation rules follow viewer-input-routing; ordinary camera and picking input must resume after the gesture. Keep source asset transforms unchanged when only the viewing plane is being moved.

Focused validation

Show uncapped and capped cross-sections of a closed solid, a nested hole, and an open/unsupported case with its declared outcome. Move and reverse the plane, move a supported source object, disable caps, and replace the scene with pending work: stale surfaces must disappear and late results must be rejected. A local frame must come from the same OVRTX path as display; streamed validation must inspect decoded video, not only successful setting acknowledgements.

For a gizmo, record the plane change, unchanged camera and selection during the drag, cancel/restore, resized/letterboxed alignment, and camera/pick input after release. Store focused proof with the generated app using validation.md.

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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