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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/stylized-visualization/implementation.md

Implement a stylized SPG viewer

Use this build sequence with the selected viewer recipe. It needs ordinary USD geometry, public OVRTX SPG support and the contracts in this package; no prior viewer implementation or named sample checkout is required. The paths and node names below are illustrative application-owned names, not SDK facilities.

1. Establish the input/output graph

Create a RenderProduct with native RGBA8 LdrColor. For guided styles add the normal and instance-ID RenderVars from aov-guide-contracts.md. Keep the camera, source RenderVars, shader nodes and processed output in the viewer-owned layer.

The smallest graph is one Shader and one separately published output:

# Within the application's RenderProduct:
def RenderVar "ColorInput"
{
    uniform string sourceName = "LdrColor"
    opaque omni:rtx:aov
}
def Shader "StyleImage"
{
    uniform token info:implementationSource = "sourceAsset"
    uniform asset info:spg:sourceAsset = @StyleImage.cu@
    uniform token info:spg:sourceAsset:subIdentifier = "style_image"
    opaque inputs:Color.connect = <../ColorInput.omni:rtx:aov>
    int inputs:Mode = 0
    opaque outputs:Result
}
def RenderVar "StyledOutput"
{
    uniform string sourceName = "LdrStylized"
    opaque omni:rtx:aov.connect = <../StyleImage.outputs:Result>
}

Declare opaque omni:rtx:aov on each source RenderVar consumed by an SPG connection, as in the official first-node example. A sourceName alone does not declare the port: a missing port can leave the shader input unresolved and the processed output empty.

Add the source and final RenderVars to that product's orderedVars relationship. Retain the product's existing camera and render settings. The surrounding USD and source names must follow the installed OVRTX contract; relative paths above resolve from each authored node. Bind LdrStylized, rather than LdrColor, at the selected viewport/encoder handoff.

Create StyleImage.cu.lua beside the CUDA source:

function style_image(inputs, outputs)
    local source = inputs.Color
    assert(#source.shape == 2 and source.dtype == cuda.uchar4)
    local h, w = source.shape[1], source.shape[2]
    outputs.Result = cuda.image(w, h, cuda.uchar4)
    return cuda.kernel({
        args = {cuda.int(w), cuda.int(h), cuda.int(inputs.Mode),
                cuda.TextureObject(source), cuda.SurfaceObject(outputs.Result)},
        block = {16, 16}, grid = {math.ceil(w / 16), math.ceil(h / 16)}
    })
end

The matching initial CUDA node is an identity implementation:

extern "C" __global__ void style_image(
    int width, int height, int mode,
    cudaTextureObject_t color, cudaSurfaceObject_t output)
{
    int x = blockIdx.x * blockDim.x + threadIdx.x;
    int y = blockIdx.y * blockDim.y + threadIdx.y;
    if (x >= width || y >= height) return;
    uchar4 rgba = tex2D<uchar4>(color, x, y);
    // Replace RGB with the selected recipe; retain rgba.w.
    surf2Dwrite(rgba, output, x * sizeof(uchar4), y);
}

Use the installed SPG compiler's CUDA environment, resource backing and launch contract. If adding normal/ID resources, add matching USD inputs, Lua arguments and kernel parameters in the same order. For texture-backed guides, bind texture objects; for buffers, pass array pointers with explicit shapes/strides. A CUDA kernel signature, Lua argument list and USD interface form one contract.

Before adding styles, run these three USD/Lua/CUDA identity blocks together. Map source and processed output from the same render step; require both to be nonempty RGBA uint8 arrays of shape (height, width, 4) with byte-for-byte equality, including alpha. If SPG reports an unconnected input or an empty output, check the source port declaration, connection path and orderedVars before changing the shader equations.

2. Implement the image recipes

Assign explicit application mode IDs to style-recipes.md's 14 preset names. Do not assume that table order is an SDK enum. Implement a switch or separate nodes whose RGB equations come directly from that reference:

  • Studio leaves source color unchanged; Solid's stock replacement is in the geometry composite, not an invented material override.

  • Toon, Blueprint, Halftone and Pixel use their per-pixel formulas.

  • Clay, Hatch and Rim use immutable neighbor reads with clamped image borders.

  • AOV Ink, Facets, Technical, Concept, X-Ray and guided Rim consume verified view normals and nonzero-ID surface masks.

Decode channels explicitly as R/G/B, normalize bytes only for equations that expect [0,1], and use the specified clamp/round-to-byte rule. Alpha passes through unchanged. Add intermediate nodes where a later pass reads the result of an earlier neighborhood pass; do not read partially overwritten pixels.

For X-Ray, implement the shell and normal/ID accents from the recipe. Those accents cover visible surfaces only. Hidden geometry is a separate path below. Resolve missing-guide variants through the recipe fallback names rather than silently inventing zero-valued guides and calling the result the requested look.

3. Build a geometry provider

For each included USD Mesh, obtain accepted points, polygon topology and current world transform through the app's scene owner or query worker. Resolve supported polygons to triangles, including winding, before creating arrays. Use the same accepted mesh for OVRTX presentation and line occlusion.

Retain source vertex/part identity for updates. Produce:

ResourceElement contract
Trianglesthree world-space XYZ positions and owning object index
Featurestwo endpoints, stable edge ID and owning object index
Silhouette candidatesendpoints, two adjacent normals and owning object index
Object statebase/current transform or a declared world-space delta, including normal-transform policy

Weld by the declared scale-relative tolerance for feature classification. Remove triangles collapsed by welding before counting adjacency. One valid face owner yields a boundary; two yield a crease only when their normals exceed the chosen threshold. Smooth duplicate-index seams and coplanar diagonals are not features. Report higher adjacency separately. Keep noncoplanar two-face edges as silhouette candidates even when also classified as a crease.

Wireframe uses every triangle's (0,1), (1,2), (2,0) pair, without crease filtering. It may emit a shared edge twice if the composite's overlap rule is idempotent. Derive those pairs in a separate GPU node from the triangle input when duplicating a large CPU edge array would exceed the upload/script budget.

4. Project triangles and build private depth

Use a declared matrix convention. For column-vector projection:

clip = projection * view * current_world_position
near_distance = clip.z + clip.w       # conventional -w..w clip depth
pixel_x = (clip.x / clip.w * 0.5 + 0.5) * width
pixel_y = (0.5 - clip.y / clip.w * 0.5) * height
depth = clip.z / clip.w * 0.5 + 0.5

For a USD row-vector transform, transpose/reorder appropriately before this calculation. Clip triangle polygons and segments against the near plane before perspective division. One near-clipped triangle may become a four-vertex polygon; triangulate it deterministically for the private rasterizer.

A projected triangle record can hold vertex count, pixel-space bounding box and up to four clip-space XYZW vertices. Keep its element stride explicit in Lua and GPU code. Bin conservative pixel bounds into screen tiles. A useful starting choice is a 16-pixel tile with a configurable index capacity; those values are implementation parameters, not guaranteed SDK limits.

For each output pixel, inspect its tile's triangle candidates, evaluate projected triangle barycentrics at the pixel center, reject samples outside the triangle, and interpolate normalized endpoint depth. Write the minimum accepted depth, or the far value if none. Add a documented slope/constant bias to avoid line self-occlusion, with comparisons matched to the depth convention. A bin overflow must scan all relevant triangles or spill safely; truncation produces false holes.

5. Project features, silhouettes and wire edges

For each silhouette candidate, classify its two adjacent faces against the current camera in the same coordinate space. Opposite signs retain the visible contour candidate; equal signs discard it. Transform normals correctly for the supported object transforms.

Project and clip retained segments using the same camera as the triangle node. Each record needs validity, expanded pixel bounds, endpoint pixel positions and depths, silhouette/feature class, width, pattern, period, duty, phase and color. Expand bounds by half-width plus feather; include hidden-stroke width as well. Bin segments by those expanded bounds with a safe overflow path.

For a pixel P and projected endpoints A/B:

axis = B - A; length = |axis|; tangent = axis / length
along = dot(P - A, tangent)
across = cross(tangent, P - A)
clamped_along = clamp(along, 0, length)
segment_distance = sqrt((along-clamped_along)^2 + across^2)

Reject zero-length segments. Interpolate depth under the selected clipped screen-space convention; apply the same private-depth policy as the source geometry. A sample at or in front of private depth is visible, and a deeper sample is hidden. The stroke contract in line-compositor-delivery.md specifies round caps, one-pixel feather, nearest dash/dot center and deterministic phase. Implement those equations instead of drawing implementation-dependent wide lines.

6. Composite and publish

One pixel-owning kernel can consume image, private depth and the indexed segment records without cross-pixel write races. Evaluate quiet hidden features first, then visible features, then solid silhouettes. Preserve explicit ordering when using ordered alpha blending. With transparent marks, accumulate the recipe's componentwise MAX premultiplied layer, then combine once:

result_rgb = line_premultiplied_rgb + image_rgb * (1 - line_alpha)
result_alpha = image_alpha

Solid first substitutes stock fill where private mesh coverage exists, then uses ordered alpha-over for ink. An explicit no-fill wireframe begins with a uniform background and draws all accepted edges; use a separate opacity for rear edges if desired. It is not the normal X-Ray shell.

Publish the composite as the chosen processed RGBA AOV. Keep the original color output selectable. Perform any BGRA conversion once in the existing delivery adapter, and keep mapped/owned GPU resources alive until that consumer finishes.

7. Drive the graph from the application

The runtime owner processes commands before stepping. A bounded style command carries preset identity, line enable, thickness and optional pattern/lighting parameters; return the effective state to the client. Update camera/projection, object transforms and style values in the graph using the installed stage-owner attribute API. Scene/topology changes rebuild accepted geometry; camera motion only updates projection/depth/strokes. Resolution changes rebind image resources and invalidate published-output capabilities.

Start with brute-force candidate scans on a small scene if that makes the first correct image simpler. Add bins, revision caches and bounded work once projection and visibility are correct. Never equate cached descriptors with skipped uploads or GPU work. Test identity, clean smooth features, real creases, complete wireframe, hidden bores and live camera/scene changes using the package's generic checks.

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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