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/selection-animation/README.md
Selection Animation
Use this reference for optional selected-object motion: a lift, pulse, or other reversible transform. Native selection outlines remain the basic selection signal. Animation contributes local transforms to the application's runtime owner; it does not own a renderer loop or OVStage publication clock.
Capture the base transform
Read the current local transform before animation begins. Use the live runtime value after a gizmo or physics edit; use authored USD only before a runtime value exists. Copy the matrix so later state updates cannot modify the baseline.
The adapter below is application-owned; use prim-transform-safety for authored
transform reads and ovstage-data-plane for runtime reads.
import numpy as np
def load_animation_bases(runtime, paths):
bases = {}
for path, matrix in runtime.read_local_transforms(paths).items():
matrix = np.array(matrix, dtype=np.float64, copy=True).reshape(4, 4)
if np.isfinite(matrix).all():
bases[path] = matrix
return basesomni:xform is local to the parent. Matrices are row-major float64 with
translation in row 3. For world-space motion, convert the offset through the
current effective parent on each update; a parent can move while the child is
selected. Restore the saved local base, so ending animation preserves ancestor
edits. Use the shared ancestry adapter in prim-transform-safety for nested and
reset-stack prims.
Animate from the baseline
Use a reversible state machine such as
IDLE -> RISING -> HOVERING -> FALLING -> IDLE. Derive direction and magnitude
from the product brief, stage units, and asset scale. Use elapsed time for easing,
never accumulate transforms from the previous animated frame.
import math
import numpy as np
def ease_out_quint(t):
return 1.0 - (1.0 - min(1.0, max(0.0, t))) ** 5
def ease_in_out_sine(t):
return -(math.cos(math.pi * min(1.0, max(0.0, t))) - 1) / 2
def compose_offset_xforms(base_xforms, offsets):
"""Offsets are translations expressed in each prim's parent coordinates."""
updates = {}
for path, base in base_xforms.items():
offset = np.eye(4, dtype=np.float64)
offset[3, :3] = offsets.get(path, np.zeros(3))
updates[path] = base @ offset
return updatesanimator.update(dt) returns changed {prim_path: local_matrix} entries. On the
last falling frame it returns the saved base matrix before becoming idle. On
rapid reselection, start from the current offset so motion reverses smoothly.
Once idle, omit unchanged prims from subsequent batches.
Join the owner's publication
The owner drains input, updates feature state, and composes one final transform per path. Camera changes, gizmo edits, animation, and completed physics samples join the same tick. A paused or pending simulation must not suppress camera or selection-animation updates.
Use the concrete write_local_transforms implementation from
prim-transform-safety.
It builds a 16-lane OVStage tensor in query order and uses
AttributeSemantic.MATRIX and PrimMode.UPSERT. It waits for its write but does
not allocate an ordinal, advance the floor, or render.
# Inside the runtime owner's existing frame transaction:
# query and ordered_paths cover the final changed transform set.
# local_updates already composes camera, animation, gizmo, and physics ownership.
write_local_transforms(stage, query, ordered_paths, local_updates, ordinal)
# Finish any other attribute writes for this tick before committing it.
stage.advance_write_floor(ordinal).wait()
committed_ordinal = ordinal
products = renderer.step(
render_products={render_product_path}, delta_time=dt, ordinal=committed_ordinal,
)Allocate ordinal once in the owner, only when the tick has changes. Otherwise
render the latest committed ordinal. Release frame results through the normal
presentation lifecycle. The animator only produces matrices; it must not call
next_ordinal(), advance_write_floor(), or renderer.step() itself.
Coordinate interactions
Keep selection events independent of the presentation shell. Native picks, outliner selection, and scripted selection all call the same animator methods.
Freeze animation on gizmo drag start and use the visible transform as the drag base. When dragging ends, refresh the animation baseline from the committed edit before resuming. When physics owns a body, suspend its selection motion or compose an explicitly requested visual offset on the current physics pose. Do not let two feature writers overwrite the same path independently.
On scene replacement, discard animation state and baselines from the old stage generation. Never restore those values into a new stage with matching path names.
Verify selection, rapid deselection/reselection, and restoration under a rotated
and translated parent. Also verify camera movement and animation continue while
physics is paused or awaiting a step. See native-picking-selection,
prim-transform-safety, and realtime-sim-integration for the connected paths.
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
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