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/validation.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Validation And Review Evidence
Generated apps should produce enough evidence for a reviewer to confirm that the viewer works without rerunning every step. Store artifacts with the generated app, test report, or release notes. Do not commit private scene captures, customer data, local absolute paths, tokens, environment-specific service URLs, or environment specific logs.
Routine Evidence Checklist
Capture enough routine evidence to prove the generated viewer works on its selected delivery path without rerunning every step. Keep it compact:
startup and dependency command output,
first nonblank rendered frame,
camera orbit, pan, zoom, and fit-to-stage,
object selection with tree/property panel synchronization,
scene switching with stale selection and hierarchy cleared,
render setting or AOV changes when requested,
shutdown, reconnect, cleanup, or sidecar behavior when relevant.
For browser viewers, prefer Playwright screenshots or app-specific end-to-end
tests. For local, Tauri, Electron, C++, and headless viewers, capture frames
from the same ovrtx output path used for display or automation.
Validate requested capabilities on the selected delivery path. Skip LAN and multi-device checks unless that access is requested; localhost browser delivery does not by itself require LAN deployment.
Focused Proof Evidence
Use focused proof only for requested capabilities or demo-critical claims. Do not wire broad artifact generation into routine CI unless explicitly requested.
Runtime transform proof: one selected prim, before/after transform or pixels, the command/result message, and confirmation the renderer stayed live.
Pick-effect proof: one selected prim, before/after effect state or pixels, and the accepted/rejected capability result.
Physics proof: one focused MP4 or frame sequence plus a concise report showing the actual viewer path, selected prim, child/parent OVPhysX process model, OVStage write/consume ordinals,
parent_inprocess_attach_ovstage_usedorbounded_worker_used, nonzero displacement/rotation when motion was requested, and server liveness.Continuous-simulation proof: the simulation validation ladder result — headless behavior, attach and initial publish, first visible transform, reset, stage switch with outstanding work, stale-command rejection, and delivery-client status confirmation. Record only sanitized artifacts and the app declared generation/phase values.
Asset-fidelity proof: state whether the rendered geometry is the source asset's visual mesh or an intentional primitive/substitute fixture. An undeclared substitute is a validation failure.
Deforming-attribute proof when exposed: record the authored prim, attribute, render ordinal, expected changed-pixel region, element-count behavior, and runtime versions. Treat topology changes as a separate generation/re-anchor test.
For requested spectral/LPE features, capture actual output with a fixture that exercises the selected paths, effective settings, and the declared display/transfer path. Separate process preparation from live settings and spectral accuracy claims. For section caps, include a closed solid, a nested hole, and the declared policy for open/unsupported geometry; show repeated plane changes and cap removal. For gizmos, prove parameter/transform change, unchanged camera and selection during the drag, cancellation/stale-intent rejection, and restored input after release. For runtime export, reopen the saved result and check a nested world transform. These are focused checks for requested features, not a new mandatory matrix for every viewer.
Report Template
Copy this template into the generated app or test output when the app has no existing validation format.
# Viewer Validation Report
## Metadata
| Field | Value |
|---|---|
| App or repo | |
| Branch or commit | |
| Date | |
| Reviewer | |
| Delivery path | Browser WebRTC / local Python / Tauri / Electron / C++ / headless |
| Runtime environment | |
| Scene inputs | Sanitized asset names or fixture IDs only |
## Commands Run
| Step | Command | Result | Artifact |
|---|---|---|---|
| Setup | | Pass / fail / skipped | |
| Build | | Pass / fail / skipped | |
| Runtime launch | | Pass / fail / skipped | |
| Validation | | Pass / fail / skipped | |
## Evidence Checklist
| Evidence | Status | Artifact | Notes |
|---|---|---|---|
| Startup and dependency output captured | Pass / fail / skipped | | |
| First nonblank rendered frame captured | Pass / fail / skipped | | |
| Camera orbit, pan, zoom, and fit-to-stage verified | Pass / fail / skipped | | |
| Object selection updates viewport, tree, and property panel | Pass / fail / skipped | | |
| Scene switch clears stale selection and refreshes hierarchy | Pass / fail / skipped | | |
| Render setting or AOV changes verified when requested | Pass / fail / skipped | | |
| Focused proof for requested runtime transform, pick effect, or physics capability | Pass / fail / skipped | | |
| Continuous-simulation lifecycle and client-status proof when exposed | Pass / fail / skipped | | |
| Rendered geometry is the source visual asset or an explicitly declared substitute | Pass / fail / skipped | | |
| Deforming or particle attribute publication is pixel-validated when exposed | Pass / fail / skipped | | |
| Shutdown, reconnect, or cleanup behavior verified when relevant | Pass / fail / skipped | | |
## Issues And Waivers
| ID | Severity | Summary | Owner | Resolution |
|---|---|---|---|---|
| | | | | |
## Result
Overall status: Pass / fail / blocked
Reviewer notes:Done Criteria
The generated app is ready to share only when:
the renderer path uses
ovrtx,no browser-side USD/3D fallback is present,
the app can start from documented commands,
at least one scene produces a nonblank frame,
requested interactions are demonstrated with artifacts,
optional runtime transform, pick-effect, and physics claims have focused proof when exposed,
failure cases and runtime requirements are documented,
validation artifacts are sanitized.
For headset, tracked-hand physics and desktop-mirror evidence, follow XR viewer evidence.
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