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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/mesh-xray.md

Mesh X-Ray Delivery Profile

Use this focused reference when the requested X-Ray/technical look must work on ordinary UsdGeomMesh geometry: tessellated props, support slabs, fixtures, or converted CAD meshes. It complements the canonical presentation recipes; it does not replace a BREP-aware adapter when one is available, and it introduces no modeling-kernel dependency.

Select The Geometry Provider First

Inventory the source before choosing a line implementation. If an exact BREP-aware provider is present and the task requires its authored topology, use that provider. If the stage is UsdGeomMesh-only or no BREP provider is available, use this profile. For a hybrid stage, select a provider per prim and compose their segments through the same camera/presentation contract.

Do not infer this from the user’s word “CAD”: converted CAD is often ordinary mesh geometry. Record the selected provider and the count of included/excluded meshes in the effective style capability response.

What Mesh X-Ray Can And Cannot Show

DepthSD and the standard color/normal/ID AOVs describe the foremost rasterized surface. They cannot reveal arbitrary layers behind it. Treat them as a surface-shading and visible-edge signal, not as hidden-line data or a substitute for depth peeling.

To reveal topology through regular meshes, extract deterministic mesh segments, then rasterize those segments against a private current-camera depth test. A light shell makes the scene read as X-Ray; the topology pass carries the through-geometry information. One depth test can classify front/rear segments, but cannot truthfully reconstruct every deeper overlapping layer. Keep rear strokes quieter, or use a deliberate all-feature continuation convention; do not imply physical transmission or multilayer depth peeling.

LdrColor + NormalSD + InstanceSegmentationSD (+ enhanced DepthSD)
    -> SPG shell and visible-guide node(s)
    -> SPG current-camera mesh projection/private-depth/stroke nodes
       -> visible graphite features
       -> subdued hidden/continuation graphite features
    -> published RGBA output -> existing delivery-format conversion

Validate guide semantics, then wire them into the same-frame SPG graph. Keep the shell, topology raster and RGBA composite on GPU. Map only the processed output for presentation. An explicitly retained legacy GL readback/upload path needs separate capability and timing evidence; caching an old camera overlay does not establish current-camera SPG delivery.

AOV Capability Tiers

TierRequired guidesBehavior when availableFallback
mesh_xray_surfaceLdrColor, NormalSD, InstanceSegmentationSDnormal-shaped shell, normal/ID visible accents, mesh topology markscolor shell plus mesh marks, then LdrColor
mesh_xray_enhancedsurface tier + full-resolution float DepthSD [H,W,1]relative local-depth edge accent and depth-aware cleanupremove only depth-derived accent; keep surface tier live and report missing_DepthSD
mesh_xray_gpu_continuationenhanced tier + SPG + mesh topologysame-device shell plus current-camera continuation rastersurface/enhanced tier or an explicitly validated legacy path

The canonical X-Ray recipe does not require DepthSD. The enhanced mesh tier does, because its local-depth edge formula consumes it. Never silently enable a depth-derived edge from an unvalidated or mismatched tensor.

Mesh Topology Rules

Start from the LineGeometry adapter in line-compositor-delivery.md.

  • Include every render-visible mesh in the style scope, including passive tables, plates, supports, and occluders. Do not limit line extraction to selectable, animated, or currently inspected prims.

  • Keep boundary and sufficiently noncoplanar crease edges; reject coplanar tessellation diagonals. Preserve silhouette candidates separately.

  • Sort and cache topology by mesh/transform revision. Reproject and rasterize it from the newest applied camera pose whenever that pose changes.

  • Use the exact OVRTX viewport, camera transform, projection, depth convention, and top-left image origin. A line layer that is even one camera update late reads as outline latency during orbit.

  • Prefer a same-device topology pass for dense meshes. If a GL-to-host-to-CUDA fallback misses the current-camera refresh budget, report deferred lines rather than presenting stale lines as live X-Ray.

Visible and hidden strokes may differ in value or dash pattern, but keep them in one color family. A useful noncanonical graphite family is visible RGB (0.215, 0.240, 0.267) with a modestly lighter, lower-alpha hidden variant. This preserves depth readability without a competing cyan line color.

Accurate Depth Versus Fast Continuation

Use the private-depth line pass in line-compositor-delivery.md when a style claims visible/hidden depth classification. It rasterizes occlusion triangles and is the portable accuracy profile.

Use a same-device continuation profile when the product prioritizes responsive technical readability over exact hidden-line classification. Keep persistent GPU arrays for world vertices [V,3], edge vertex indices [E,2], adjacent face indices [E,2], face normals/centers, projected vertices, validity flags, and two 4x4 camera matrices. Per frame:

  1. Copy only the committed view/projection matrices into persistent GPU arrays.

  2. Project vertices, rejecting nonfinite points and clipping segments before the perspective divide.

  3. Classify an edge from adjacent face/view signs as silhouette, front feature, rear continuation, or reject.

  4. Raster visible marks then hidden/continuation marks into the app-owned BGRA buffer with a deterministic priority rule: visible wins over hidden and either wins over the shell.

  5. Bound samples by the clipped projected length and a configured maximum; log and skip any over-budget span instead of creating unbounded work.

This direct GPU profile is not a private-depth substitute. Label it continuation, not depth_classified_hidden, and retain a per-style switch to the accurate depth path when the distinction matters.

Explicit Style Scope

Use a viewer-owned scope predicate, evaluated after inherited visibility and purpose. Include default/render UsdGeomMesh prims and passive supports by default. Exclude lights, cameras, helpers, guide geometry, and environment or backdrop meshes only through named application configuration or inherited opt-out metadata. Never exclude an object merely because it is not selected, animated, or editable. Recompute the scope on stage/visibility/purpose changes and report the resulting mesh/edge counts.

Surface-Forward Shell

Do not turn geometry-only mode into a white or uniform-blue fill. That makes real mesh geometry read as pure outlines and removes the form cues that make the X-Ray useful. Suppress only the shell coverage of a large foreground occluder when necessary; retain normal-shaped blue fill on every surface.

For the optional mesh surface-forward profile, let rim = smooth((1 - abs(Nz) - 0.08) / 0.72) and facing = smooth((Nz + 1) * 0.5). A proven display-referred shell is:

R = 0.39 + 0.17*facing + 0.05*rim
G = 0.63 + 0.22*facing + 0.06*rim
B = 0.76 + 0.19*facing + 0.07*rim

Composite visible guide edges and explicit topology only after this shell. The formula is a mesh delivery profile, not a change to the canonical X-Ray palette in style-recipes.md.

Guide Cleanup

Use ID boundaries, normal creases, and relative local depth discontinuity only as visible-surface accents. Suppress guide pixels with ID 0; do not promote border-connected background or flat slab artifacts into object lines. Gate fine depth contours by local normal/curvature evidence, and reject isolated screen-space fragments that cannot be associated with a mesh feature or a coherent silhouette. This prevents disconnected dark marks from becoming more prominent than the topology drawing.

Do not infer hidden topology from a depth contour. When a contour is needed as a stylistic accent, use it at a lower weight than the mesh line pass and test it under camera motion.

Interaction, Cost, And Proof

Measure an X-Ray-off and X-Ray-on orbit separately. Report server frame time, stream submission, browser decode/presentation, and the current-camera line refresh rate. Attribute cost to guide mapping, shell, topology raster, and any host transfer independently; a fast renderer with a stale line layer is not a real-time X-Ray result.

Capture these mesh-specific proofs in addition to the standard style matrix:

  1. An above-support three-quarter frame showing shaded cube/sphere/cone-like forms, not only outlines.

  2. A lateral orbit that begins from the fitted above-support camera.

  3. A below/behind-occluder frame where a passive support edge remains visible through the foreground geometry.

  4. A fixed-camera comparison with the shell enabled and with the surface-forward profile enabled, confirming that the latter retains form.

Reset or fit the camera explicitly before capturing the above-support orbit. Reconnecting a streaming client does not guarantee a fresh camera state. Record the camera generation used by the shell and topology pass; they must match for every frame in the proof.

Label this result presentation_xray_mesh. It is a technical-illustration composite over regular mesh geometry, not physical transparency and not a claim of arbitrary-layer visibility.

Full wireframe and feature cleanup

Keep smooth surfaces free of accidental tessellation spokes in feature mode. Before adjacency counting, remove faces collapsed by welding, and suppress duplicate-index smooth seams and numerical micro-segments. A nonmanifold condition must be reported rather than assumed to express design intent.

Offer full triangle wireframe only as an explicit diagnostic mode: include all accepted triangle edges and diagonals, declare whether rear edges remain visible, and keep its optional no-fill background distinct from the X-Ray shell. Verify coverage numerically and ensure line disable removes marks. See the SPG resource and geometry contracts in line-compositor-delivery.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)
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Download ZIP

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