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/stylized-visualization/aov-guide-contracts.md
Stylized AOV Guide Contracts
Use this reference before enabling any guide-driven preset. Its purpose is to turn an installed OVRTX output into a typed capability, or reject it cleanly. It does not assume that authoring a RenderVar makes the tensor available.
Contents
Minimal Guide Set
Capability Record
Packed Normal Adapter
Plausibility And Alignment Probe
Capability And Fallback Matrix
Lifetime Rules
Required Tests
SPG nodes consume these guides through same-product graph connections. The mapping probes below establish their observed contract; they are validation and capability discovery, not a Python guide-mapping chain in the live style pipeline. See SPG processing.
Minimal Guide Set
The canonical style family needs only:
| Source | Required observed contract | Consumers |
|---|---|---|
LdrColor | full-resolution uint8 [H,W,4], source RGBA | every preset |
NormalSD | full-resolution world-space normals: direct float, or verified IEEE-754 bit-packed uint32 decoded exactly; convert to the view-space guide below | Rim, AOV Ink, Facets, Technical, Concept, X-Ray |
InstanceSegmentationSD | full-resolution uint32 [H,W,1], background ID 0 | same guide-driven presets |
Depth is not required for the canonical styles. Technical and X-Ray classify
line visibility with a private geometry depth pass. Do not add DepthSD merely
because the preset name suggests depth.
The optional regular-mesh profile in mesh-xray.md has a separate enhanced
tier: it requires a runtime-validated float DepthSD [H,W,1] only for its
local-depth visible-edge accent. Missing depth must remove that accent and
report a lower tier; it must not disable the normal/ID shell or invent hidden
topology.
Resolve the apparent request-minimal/request-all tension this way:
a presentation visualizer authors the deterministic minimal superset above;
a raw AOV inspector may author its larger candidate set from
aov-switching;only runtime-validated outputs are exposed to either UI;
measure the cost of each additional RenderVar and remove it from the presentation path if it exceeds the declared budget.
Capability Record
For each guide, store source name, mapped tensor name if multi-tensor, device, dtype, shape, component meaning, coordinate space, background encoding, first successful frame, and last failure. A preset consumes a guide only after all checks pass.
Color Checks
Resolution equals the active RenderProduct.
Dtype is
uint8, shape is[H,W,4], and alpha is plausible.Preserve native RGBA in graph input/output resources.
Copy the final selected output within its map lifetime when the delivery path needs an application-owned buffer; swap once only for a BGRA consumer.
Normal Checks
Accept direct numeric data only after installed-runtime inspection proves the
mapping is a float tensor. Native NormalSD XYZ are world-space surface normals.
After any bit decode, transform nonbackground normals as directions (w=0)
using the rendered camera's world-to-view rotation, exclude translation, and
normalize. Refresh that rotation with the camera for each frame. The canonical
recipes consume this view-space guide:
shape is
[H,W,4]or[H,W,3];XYZ are view-space components in
[-1,1];at least 95% of nonbackground samples have vector length in
[0.75,1.25];orientation changes continuously and remains pixel-aligned during orbit;
the fourth component, if present, is ignored unless upstream documentation defines it.
If the mapped dtype is an integer container, apply the packed adapter below only when runtime inspection proves that it carries IEEE-754 float bits. Never use a numeric integer-to-float conversion.
Instance-ID Checks
dtype is
uint32, shape is[H,W,1];background is
0on the canonical fixture;object interiors are stable during a stationary and moving camera test;
IDs need not be stable across stage reloads because the recipes use equality, not semantic identity;
use native OVRTX pick queries for picking, never this guide.
Packed Normal Adapter
The canonical packed profile is uint32 [H,W,4], with lanes 0-2 containing the
unchanged IEEE-754 binary32 bit patterns for source-space Nx,Ny,Nz; lane 3 is
ignored. Reinterpret each lane's 32 bits as float32 on the same device. Do not
normalize, scale, mask, shift, reorder, or numerically convert the integer.
This bit decode does not change coordinate space; apply the world-to-view
conversion above afterward. Background normal values are irrelevant because
instance ID 0 masks them.
Implement the verified bit-preserving decode inside the consuming SPG shader or a preceding adapter node, using the installed CUDA/Slang contract. Preserve all lane bits and keep the result on the same device. A Warp adapter can remain an independent validation oracle, not a required external presentation pass.
Accept the adapter only when all of these bit fixtures pass exactly:
| Raw lane bits | Decoded float |
|---|---|
0x00000000 | 0.0 |
0x3f800000 | 1.0 |
0xbf800000 | -1.0 |
0x3f000000 | 0.5 |
Then render known +X, -Y, and +Z facing surfaces and verify lane order,
sign, vector length, and camera-space behavior. If bit fixtures pass but scene
axes do not, the source contract is different: reject it. This packed profile
is a conditional public adapter, not permission to guess an unknown encoding.
Plausibility And Alignment Probe
Warm the renderer before probing. Over at least 30 frames containing camera motion:
confirm each key is present;
map on the target device inside the frame-output lifetime;
validate dtype and exact shape;
sample nonempty and finite values;
compare guide boundaries against
LdrColorsilhouettes;reject a guide when boundary displacement exceeds
1.25 pxat 1080p;log the accepted contract once, or the first failure once.
Shape-only validation is insufficient. A same-shaped tensor with unknown encoding must not unlock a style.
Capability And Fallback Matrix
| Normal | IDs | Lines | Effective behavior | Fidelity |
|---|---|---|---|---|
| yes | yes | yes | requested preset | canonical |
| yes | no | yes | normal-only variant; explicit silhouettes replace ID boundaries | degraded |
| no | yes | yes | ID-masked color variant plus explicit lines | degraded |
| no | no | yes | manifest fallback plus explicit lines | degraded |
| yes/no | yes/no | no | manifest image fallback; report line_path_unavailable | degraded |
| no | no | no | unmodified LdrColor when no color-only fallback exists | baseline only |
Only the first row may be called canonical. The server returns requested preset,
effective preset or variant, canonical|degraded|baseline fidelity, available
guide names, line capability, and degradation reasons. Client state alone never
proves that a guide-driven look is active.
Lifetime Rules
Wire guide resources and immutable intermediates into the SPG graph; keep application callbacks out of renderer/resource mutation.
Retain the frame/product owner and final-output mapping until the delivery consumer has completed, following its public synchronization contract.
For validation readback, keep all mapped guides alive until the probe finishes.
Do not retain mapped tensors across renderer steps or overwrite a source texture while a neighborhood node reads it.
Revalidate and rebind capabilities after stage/resolution changes; a reused buffer descriptor is not proof that its data belongs to the current frame.
Required Tests
direct float normal fixtures for
+X,-Y,+Z, and background;exact packed-bit fixtures plus axis surfaces, and rejection when either fails;
rejection of integer-packed normals without the verified packed profile;
ID equality boundaries and ID-0 background behavior;
wrong dtype, wrong shape, empty tensor, NaN, and misalignment rejection;
every fallback row above;
stage reload invalidates the capability registry and reprobes guides.
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