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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/style-recipes.md

Canonical Stylized-Visualization Recipes

Use this contract when the user wants to recreate the named presentation styles, not merely produce related NPR looks. It defines visual behavior and numerical defaults without requiring a particular app layout or geometry authoring library.

All color values are normalized, display-referred RGB applied in SPG to native RGBA8 color unless a section says otherwise. The legacy BGRA equation ordering is a migration concern, not the graph output format. Line colors are premultiplied only during composition. The canonical reference resolution is 1920x1080 and the base line thickness is 1.35 px; at another resolution multiply widths and screen-space pattern sizes by viewport_height / 1080.

Contents

  • Preset Manifest

  • Shared Image Rules

  • Image-Pass Defaults

  • Guide-Driven Defaults

  • Canonical Line Language

  • Lighting Profile

Preset Manifest

Preset IDDisplay nameRequired layersRequired guidesFallback
studioStudioOVRTX color, visible linesnonecolor only
toonTooncolor bands, visible linesnonestudio
solidSoliduniform fill, visible linesline geometrystudio
clayClayclay/cavity image pass, visible linesnonetoon
blueprintBlueprintcyanotype image pass, visible linesnonestudio
halftoneHalftonedot image pass, visible linesnonetoon
crosshatchHatchfiltered hatch image pass, visible linesnonetoon
rimRimbanded rim image pass, guided accents, visible linesnormal + instance ID preferredunguided rim
pixelPixelordered color dither, visible linesnonetoon
aov_inkAOV Inkguide-fused ink, visible linesnormal + instance IDcrosshatch
aov_facetsFacetsview-normal color planes, visible linesnormal + instance IDtoon
cad_technicalTechnicalcool stock, visible and hidden linesnormal + instance ID, line geometrystudio + visible lines
cad_conceptConceptwarm/cool form shading, visible linesnormal + instance IDtoon
cad_xrayX-Raypale shell, visible and hidden linesnormal + instance ID, line geometrytechnical without hidden lines

This source catalog contains 14 presets. An explicit full-wireframe mode is an additional diagnostic mode, not a fifteenth source recipe or a renamed line-enable toggle. Declare its surface-fill and rear-edge policy separately.

Shared Image Rules

  • SPG input is native RGBA8 LdrColor. The original presentation equations described BGRA transport bytes: port by named R/G/B channels without changing their math, and perform any BGRA swap only at the delivery boundary.

  • Evaluate canonical image passes in float32 with top-left integer pixel coordinates. Convert each final RGB channel with uint8(floor(clamp(channel,0,1)*255 + 0.5)); never rewrite alpha.

  • Luminance is 0.2126 R + 0.7152 G + 0.0722 B.

  • Clamp after contrast, palette, and composite operations; preserve input alpha.

  • Any neighborhood pass reads an immutable input and writes a separate output; use an internal intermediate where the original pass had a scratch boundary.

  • A smooth gate uses t*t*(3-2*t) after clamping t to [0,1].

  • Pixels with instance ID 0 are background for guide-driven presets.

  • Screen patterns use integer pixel coordinates and deterministic phases.

Image-Pass Defaults

Studio And Solid

studio leaves OVRTX color unchanged. solid replaces visible mesh fill in the line/depth pass with RGB (0.43, 0.72, 0.78) at full opacity. Both retain the shared contour layer; neither injects post-process noise.

Toon

For each RGB channel, first apply c=clamp((c-0.5)*1.08+0.5). Compute luminance L, then saturation as c=L+(c-L)*1.14. Set band=floor(L*4+0.5)/4, lift=(band-L)*0.88, and add lift to every channel. Finally set temperature=(band-0.5)*0.10 and add (0.10,0.01,-0.08)*temperature to RGB before the shared clamp/quantize step.

Clay

Use clay RGB (0.76, 0.64, 0.49), contrast 1.08, cavity strength 1.35, and ridge strength 0.70. Compare center luminance to the four-neighbor mean. Darken valleys by valley * cavity_strength * 3.5, lift ridges by ridge * ridge_strength * 2.5, and clamp material gain to [0.12, 1.35]. Add a warm ridge highlight capped at 0.16, with green/blue contributions scaled by 0.72/0.38. More exactly, shade=clamp((L-0.5)*1.08+0.5), gain=clamp(0.43+0.82*shade-3.5*1.35*valley+2.5*0.70*ridge, 0.12,1.35), and highlight=min(0.16,ridge*0.70).

Preserve the environment with neutral_c=L+(c-L)*(1-0.88) and surface=smooth(clamp((L-0.20)/0.16,0,1)). The result is neutral + (clay_result-neutral)*surface. This is a presentation clay imitation, not a material-binding override.

Blueprint

Use six luminance levels and contrast 1.12. Map quantized tone to R=0.025+0.20*tone, G=0.090+0.57*tone, B=0.220+0.74*tone. Here L=clamp((luminance-0.5)*1.12+0.5) and tone=floor(L*5+0.5)/5. Draw a 24 px grid with strength 0.055; every fourth grid line is a major line at 1.8x strength. A line is exactly one pixel wide: set grid=0.055 when x mod 24 == 0 or y mod 24 == 0; overwrite it with 0.099 when x mod 96 == 0 or y mod 96 == 0. Intersections use the same overwritten value, not a sum. Add grid*(0.35,0.65,1.0) to RGB.

Halftone

Use 5 px square cells, contrast 1.08, saturation 1.16, and effect strength 0.88. Place one centered circular dot per cell with radius (1-luminance) * cell_size * 0.72. Paper RGB is (0.965, 0.935, 0.845); dot RGB is (0.035+0.58R, 0.025+0.50G, 0.045+0.52B). The canonical raw pass sets L=clamp((source_luminance-0.5)*1.08+0.5) and c=clamp(L+(source_c-L)*1.16) before computing the radius and dot color. It uses binary coverage: cell center is (2,2), and the dot is selected when (x mod 5-2)^2 + (y mod 5-2)^2 <= radius^2; there is no analytical antialiasing. Blend source toward selected paper/dot RGB by 0.88.

Hatch

Use spacing 8 px, line width 1 px, contrast 1.04, and strength 0.94. Filter tone with a five-sample cross at radius 2: center weight 0.40, four neighbors 0.15 each. Surface weight is 0.22 + 0.78 * clamp(chroma * 5). Add diagonal families at shadow thresholds 0.86 and 0.76 with feathers 0.075 and 0.10; add vertical/horizontal families at double spacing for thresholds 0.46/0.28 with feathers 0.09/0.08. Family strengths are 0.84, 0.90, 0.96, 1.0. Paper is warm near (0.91, 0.895, 0.845) with slight luminance lift; graphite starts at 0.075 + 0.08*luminance.

The four family masks are respectively (x+y) mod 8 < 1, (x-y+16384) mod 8 < 1, x mod 16 < 1, and y mod 16 < 1. Their gated ink values are the family strength times surface weight times smooth(clamp((threshold+feather-L)/(2*feather),0,1)); combine families with max, not addition. Set paper RGB to (0.91+0.075L+0.035(R-L), 0.895+0.070L+0.025(G-L), 0.845+0.065L+0.020(B-L)), set all graphite channels to 0.075+0.08L, interpolate paper toward graphite by ink, then blend source toward that result by 0.94.

Rim

First apply four softly transitioned tone bands with saturation 1.18, contrast 1.10, quantization 0.90, and cool-shadow strength 0.55. Derive the inner image-space rim from the filtered center versus the average of the three darker samples at radius 2. Use threshold 0.055, softness 0.10, strength 0.88, and rim RGB (0.72, 0.96, 1.0). When normal and ID guides are valid, add normal creases at strength 0.32 and ID boundaries at 0.72, toward RGB (0.68, 0.96, 1.0).

For the band pass, five-sample filtered luminance uses center weight 0.40 and four direct neighbors at 0.15. Set scaled=L*3, lower=floor(scaled), fraction=scaled-lower, transition=smooth((fraction-0.40)/0.20), and band=min(1,(lower+transition)/3). Add (band-center_luminance)*0.90 to saturated RGB, then add cool-shadow RGB (-0.05,+0.01,+0.08)*(1-band)*0.55. At radius 2, filter left, right, up, and down the same way; subtract the brightest of those four and divide the remaining sum by three. The rim signal is max(0,L-dark_surround) and rim coverage is min(1,smooth((signal-0.055)/0.10)*0.88).

Pixel

Use a 4x4 Bayer matrix with row-major ranks [0,8,2,10; 12,4,14,6; 3,11,1,9; 15,7,13,5]. Apply contrast 1.08, saturation 1.12, four levels per RGB channel, and full strength. This preset is ordered dither with a limited palette, not nearest-neighbor block enlargement. For each contrasted and saturated channel, set scaled=c*3, q=floor(scaled), and threshold=(rank+0.5)/16; increment q when scaled-q > threshold, clamp it to 3, and output q/3.

Guide-Driven Defaults

For all guide-driven styles, compute normal crease from the minimum dot product between the center view normal and its four direct neighbors. The canonical crease signal is a smooth gate of (1 - least_dot - 0.012) * 7.5. An ID boundary is 1 when a nonzero center ID differs from any direct neighbor.

AOV Ink

Use paper RGB (0.955, 0.935, 0.875). On surface pixels, blend a pigment wash with wash=0.50+0.48*luminance plus source RGB weights (0.20,0.18,0.16). Orient two mark fields with the absolute view-normal X/Y components, periods 8/9, mark widths 0.15/0.12, tone gates (0.82,0.18) and (0.58,0.16), and strengths 0.48/0.62. Fuse crease at 0.78 and ID boundary at 1.0. Ink RGB is (0.035, 0.075, 0.095). The exact fields are phase_a=(x*(0.72+abs(Nx))+y*(0.72+abs(Ny)))/8 and phase_b=(x*(0.72+abs(Ny))-y*(0.72+abs(Nx)))/9. Mark A exists when fract(phase_a)<0.15 and has gate smooth((0.82-L)/0.18); mark B uses fract(phase_b)<0.12 and smooth((0.58-L)/0.16). Combine both marks, crease, and boundary with max, multiply by the nonzero-ID surface mask, then interpolate the pigment wash toward ink by that value.

Facets

Compute orientation as clamp(0.5 + 0.5*(0.42Nx - 0.48Ny + 0.76Nz)), then form four softly transitioned bands by setting scaled=orientation*4, lower=floor(scaled), fraction=scaled-lower, blend=smooth((fraction-0.36)/0.28), and band=min(1,(lower+blend)/4). Base RGB is (0.10+0.70b+0.20max(Nx,0), 0.16+0.52b+0.14max(Ny,0), 0.30+0.34b+0.22max(-Nx,0)), plus 0.08 of source RGB and gain 0.86+0.18*luminance. Fuse crease at 0.72 and full ID boundaries toward RGB (0.025,0.035,0.070). This is a view-normal plane treatment; it does not claim to reconstruct geometric face IDs. For background, use neutral=0.94+(luminance-0.5)*0.10 and replace all three channels with that neutral value.

Technical

Use form clamp(0.58 + 0.30Nz - 0.12Ny) and stock RGB (0.68+0.18f, 0.78+0.14f, 0.84+0.12f). Fuse normal crease at 0.82 and ID boundary at 0.92 toward RGB (0.025,0.055,0.085). Preserve nonsurface pixels as neutral=clamp(0.955+(luminance-0.5)*0.07,0.90,0.985).

Concept

Use smooth form 0.5 + 0.5*(0.38Nx - 0.46Ny + 0.80Nz). Interpolate from cool RGB (0.18,0.42,0.72) to warm RGB (0.96,0.69,0.27), then add 0.06 of source RGB. Fuse crease at 0.74 and ID boundary at 0.92 toward (0.035,0.045,0.075).

X-Ray

This is presentation X-ray. Use rim smooth((1-abs(Nz)-0.08)/0.72) and core 0.16+0.17*max(Nz,0). On surfaces, move neutral background toward RGB (0.54+core+0.12rim, 0.82+0.35core+0.10rim, 0.90+0.20core+0.08rim). Fuse crease at 0.58 and ID boundary at 0.92 toward RGB (0.015,0.30,0.42). Rear topology comes only from the hidden-line pass.

Keep these values as the canonical preset recipe. If the look targets ordinary tessellated USD meshes and must retain stronger surface form while showing support/object lines through occluders, use the separate optional mesh-xray.md delivery profile. It does not alter this recipe or any BREP-aware path.

Canonical Line Language

feature width = 1.35 * width_scale; silhouette width = feature width * silhouette_scale. Pattern periods are pixels at 1080p. Silhouettes are always solid.

PresetWidth scaleSilhouette scaleFeature patternPeriodDutySpeed px/s
Studio0.881.52solid--0
Solid0.941.45solid--0
Toon1.181.72solid--0
Clay0.821.48solid--0
Blueprint0.901.56dashed13.00.581.6
Halftone0.981.62dotted7.5-0
Hatch0.781.58dashed11.00.720
Rim1.101.76solid--0
Pixel1.041.66dashed8.00.520
AOV Ink0.741.62dashed12.00.680
Facets1.021.70solid--0
Technical0.821.62solid--0
Concept0.941.58solid--0
X-Ray0.761.48solid--0

Technical hidden lines are dotted with width scale 0.58, period 8.5, and RGBA (0.30,0.40,0.48,0.46). X-Ray hidden lines are dashed with width scale 0.62, period 11.0, duty 0.48, and RGBA (0.08,0.52,0.62,0.52).

Use these visible feature/silhouette RGBA pairs respectively:

PresetFeatureSilhouette
Studio/Solid(0.025,0.035,0.050,0.88)(0.012,0.018,0.028,0.98)
Toon(0.018,0.025,0.038,0.96)(0.012,0.018,0.028,0.98)
Clay(0.075,0.060,0.052,0.82)(0.035,0.030,0.028,0.95)
Blueprint(0.36,0.90,1.0,0.88)(0.82,0.98,1.0,0.98)
Halftone(0.09,0.035,0.055,0.92)(0.035,0.015,0.030,0.98)
Hatch(0.055,0.050,0.045,0.88)(0.025,0.023,0.020,0.98)
Rim(0.025,0.020,0.075,0.92)(0.015,0.010,0.050,0.98)
Pixel(0.030,0.035,0.050,0.95)(0.015,0.020,0.035,0.99)
AOV Ink(0.025,0.065,0.080,0.86)(0.015,0.035,0.045,0.98)
Facets(0.035,0.025,0.075,0.90)(0.015,0.012,0.045,0.99)
Technical(0.055,0.090,0.125,0.88)(0.020,0.035,0.055,0.98)
Concept(0.055,0.050,0.085,0.88)(0.020,0.025,0.055,0.98)
X-Ray(0.015,0.28,0.40,0.76)(0.010,0.18,0.27,0.94)

Lighting Profile

The canonical viewer-owned studio rig uses three distant lights:

LightAngleIntensityRGBRotate XYZ degrees
Key1.0560(1.0,0.95,0.86)(-38,42,0)
Fill3.0140(0.72,0.84,1.0)(-18,-58,0)
Rim1.5320(0.8,0.9,1.0)(28,152,0)

Author this only in a viewer-owned session/composite scope. Keep existing stage lighting as the interactive-app default unless the user enables the studio profile. Preset selection never changes lighting implicitly. Canonical reproduction capture is the exception: it starts from the neutral fixture, enables only this rig for all 14 presets, records lighting_profile=studio, and removes the temporary rig afterward.

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

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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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