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/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 ID | Display name | Required layers | Required guides | Fallback |
|---|---|---|---|---|
studio | Studio | OVRTX color, visible lines | none | color only |
toon | Toon | color bands, visible lines | none | studio |
solid | Solid | uniform fill, visible lines | line geometry | studio |
clay | Clay | clay/cavity image pass, visible lines | none | toon |
blueprint | Blueprint | cyanotype image pass, visible lines | none | studio |
halftone | Halftone | dot image pass, visible lines | none | toon |
crosshatch | Hatch | filtered hatch image pass, visible lines | none | toon |
rim | Rim | banded rim image pass, guided accents, visible lines | normal + instance ID preferred | unguided rim |
pixel | Pixel | ordered color dither, visible lines | none | toon |
aov_ink | AOV Ink | guide-fused ink, visible lines | normal + instance ID | crosshatch |
aov_facets | Facets | view-normal color planes, visible lines | normal + instance ID | toon |
cad_technical | Technical | cool stock, visible and hidden lines | normal + instance ID, line geometry | studio + visible lines |
cad_concept | Concept | warm/cool form shading, visible lines | normal + instance ID | toon |
cad_xray | X-Ray | pale shell, visible and hidden lines | normal + instance ID, line geometry | technical 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 clampingtto[0,1].Pixels with instance ID
0are 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.
| Preset | Width scale | Silhouette scale | Feature pattern | Period | Duty | Speed px/s |
|---|---|---|---|---|---|---|
| Studio | 0.88 | 1.52 | solid | - | - | 0 |
| Solid | 0.94 | 1.45 | solid | - | - | 0 |
| Toon | 1.18 | 1.72 | solid | - | - | 0 |
| Clay | 0.82 | 1.48 | solid | - | - | 0 |
| Blueprint | 0.90 | 1.56 | dashed | 13.0 | 0.58 | 1.6 |
| Halftone | 0.98 | 1.62 | dotted | 7.5 | - | 0 |
| Hatch | 0.78 | 1.58 | dashed | 11.0 | 0.72 | 0 |
| Rim | 1.10 | 1.76 | solid | - | - | 0 |
| Pixel | 1.04 | 1.66 | dashed | 8.0 | 0.52 | 0 |
| AOV Ink | 0.74 | 1.62 | dashed | 12.0 | 0.68 | 0 |
| Facets | 1.02 | 1.70 | solid | - | - | 0 |
| Technical | 0.82 | 1.62 | solid | - | - | 0 |
| Concept | 0.94 | 1.58 | solid | - | - | 0 |
| X-Ray | 0.76 | 1.48 | solid | - | - | 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:
| Preset | Feature | Silhouette |
|---|---|---|
| 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:
| Light | Angle | Intensity | RGB | Rotate XYZ degrees |
|---|---|---|---|---|
| Key | 1.0 | 560 | (1.0,0.95,0.86) | (-38,42,0) |
| Fill | 3.0 | 140 | (0.72,0.84,1.0) | (-18,-58,0) |
| Rim | 1.5 | 320 | (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
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