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/viewer-input-routing/README.md
Viewer Input Routing
Triggers
Use this skill when implementing or debugging viewport controls, input
callbacks, WebRTC on_input, SHM/native input, ovui mouse handlers, camera
drag, wheel zoom, click picking, drag selection, DOM panel input gating, or
wrong/no selection after a click.
This skill owns transport input normalization and dispatch. Camera math stays in
camera-controls; native pick query decode stays in native-picking-selection
and object-selection; React UI state and DOM layout stay in
streaming-client.
First Rules
Use native transport input for pointer/key/wheel traffic. WebRTC apps receive
ovstream.InputEventstructs throughserver.on_input; SHM clients send the same native structs.A browser WebRTC app may use the narrowly scoped JSON
mouseInputfallback only after an explicit diagnostic proves that its data channel works while a viewport interaction produces no server-side nativeon_inputcallback. Treat native and fallback input as mutually exclusive modes; never send both for the same gesture. SHM and in-process clients do not use this fallback.Normalize every transport's button ids before calling shared camera or selection helpers.
Treat left click as selection only on button release and only when movement stayed under the drag threshold.
Keep input callbacks fast. Enqueue camera writes, pick queries, and selection changes for the renderer owner thread; do not call
renderer.step(), scene load/reset, or live attribute writes directly from input callbacks.During scene load/reset, cancel active drags and ignore or defer input. Clear pending picks when the stage changes.
Button Conventions
Use one app-internal camera helper convention:
| Helper button | Meaning |
|---|---|
0 | left / orbit / click-select |
1 | middle / pan |
2 | right / dolly or fly-look |
Normalize transport ids into that convention:
def camera_button_from_ovui(button: int) -> int | None:
# ovui: 0=left, 1=right, 2=middle
return {0: 0, 2: 1, 1: 2}.get(button)def camera_button_from_ovstream(raw_button, ovstream) -> int | None:
# ovstream.MouseButton: NONE=0, LEFT=1, MIDDLE=2, RIGHT=3
try:
button = raw_button if isinstance(raw_button, ovstream.MouseButton) else ovstream.MouseButton(raw_button)
except Exception:
return None
if button == ovstream.MouseButton.LEFT:
return 0
if button == ovstream.MouseButton.MIDDLE:
return 1
if button == ovstream.MouseButton.RIGHT:
return 2
return NoneDo not compare mouse.data to DOM button ids. For wheel events, prefer
mouse.scroll_y when the binding exposes it and fall back to mouse.data only
for older builds.
def wheel_delta(mouse) -> float:
delta = getattr(mouse, "scroll_y", 0) or getattr(mouse, "data", 0)
return float(delta)WebRTC Viewport Ownership
Browser DOM controls can sit beside or above the stream, but raw native input still reaches the server. Maintain an app-level viewport ownership flag:
Server default should be
viewport_input_active = Truewhen the only native input source is the stream surface.DOM panels, trees, inspectors, menus, and toolbars send
setViewportInputActive {active:false}on pointer enter/down/wheel.The viewport surface sends
active:trueon pointer enter/down andactive:falseon pointer leave.When the server receives
active:false, cancel the current camera gesture and suppress picking until re-enabled.
Starting inactive creates a first-click race: the mouse-down can arrive through native input before the React activation message arrives through the data channel, so the release has no matching press and selection never queues.
Browser 2D gizmo ownership
A browser UI handle over the stream may emit semantic parameter/transform commands over the app channel while camera and picking retain native input. This is a separate interaction target, not the viewport JSON fallback. Give the handle exclusive ownership from press through release/cancel: prevent the same gesture from reaching the SDK's native mouse/wheel listeners as well as React handlers. A late asynchronous viewport-gating message alone cannot prevent a press race; verify suppression at the SDK's actual event attachment points.
Use the browser's verified capture or window-listener lifecycle to finish outside the handle. Cancel on lost capture, blur, disconnect, teardown, or scene change; restore the drag baseline according to the tool's policy. Tag queued intents with scene generation and drag identity, coalesce superseded moves, and reject late updates after cancellation. Release suppression so ordinary camera/picking input resumes. Follow the desktop-specific restrictions below for WebViews.
Desktop WebView Pointer Lifecycle
For Tauri or another desktop WebView, make the viewport component own one pointer
gesture from press through cleanup. On pointerdown, reject non-viewport
controls, record the pointer id, button, and render-pixel press position, and
enqueue one button-down intent. Route window-level pointermove only for that
active pointer. Finish from window-level pointerup or pointercancel: enqueue
cancel or button-up once, and clear the active pointer, press position, and drag
state. Use this window-listener path without setPointerCapture in Tauri on
Linux/WebKit2GTK; see tauri-shm-transform-gizmo for overlay input ownership.
Window-level listeners are required because a drag may leave the viewport and some WebView button paths do not deliver the final event to the original element. Do not attach duplicate window listeners on every render; register them for the active gesture and remove them during completion and component teardown. A new stage load, window blur, or component teardown must follow the same cancel path.
Browser JSON Fallback For Verified Native-Input Failure
Keep input_mode = "native" as the default. Switch to
input_mode = "json-fallback" only after all of these are true:
The browser has a live stream and the app data channel can complete a small request/response round trip.
The user performs a pointer, button, and wheel test over the active viewport.
Server logging confirms that
on_inputreceived none of those native events.
Record the evidence and selected mode in the validation report. Do not infer fallback mode merely because a camera did not move: check viewport ownership, the camera command queue, and the native callback log first. In fallback mode, map DOM coordinates through the visible video rectangle to RenderProduct pixels, stop propagation to the streaming surface, and send mouseInput over the app data channel. The server ignores native input while this mode is active and passes fallback events through the same normalized camera, drag-threshold, and pick dispatch as native events. Switching modes cancels any active drag.
Input Router Skeleton
DRAG_THRESHOLD_PX = 4.0
class InputRouter:
def __init__(self, commands, render_width: int, render_height: int):
self.commands = commands
self.render_width = render_width
self.render_height = render_height
self.viewport_input_active = True
self.input_mode = "native"
self._active_button: int | None = None
self._press_pos: tuple[float, float] | None = None
self._dragged = False
def set_viewport_input_active(self, active: bool) -> None:
self.viewport_input_active = bool(active)
if not self.viewport_input_active:
self.commands.enqueue_cancel_interaction()
self._active_button = None
self._press_pos = None
self._dragged = False
def on_input(self, event, ovstream) -> None:
if self.input_mode != "native":
return
if not self.viewport_input_active:
self.commands.enqueue_cancel_interaction()
return
if event.type != ovstream.InputEventType.MOUSE:
return
mouse = event.mouse
if mouse.type == ovstream.MouseEventType.MOVE:
x, y = float(mouse.x), float(mouse.y)
if self._press_pos is not None:
dx = x - self._press_pos[0]
dy = y - self._press_pos[1]
if abs(dx) > DRAG_THRESHOLD_PX or abs(dy) > DRAG_THRESHOLD_PX:
self._dragged = True
self.commands.enqueue_camera_move(x, y, mouse.modifiers)
return
if mouse.type == ovstream.MouseEventType.WHEEL:
self.commands.enqueue_camera_scroll(wheel_delta(mouse), float(mouse.x), float(mouse.y))
return
if mouse.type != ovstream.MouseEventType.BUTTON:
return
button = camera_button_from_ovstream(mouse.data, ovstream)
if button is None:
return
is_down = mouse.button_state == ovstream.KeyState.DOWN
if is_down:
self._active_button = button
self._press_pos = (float(mouse.x), float(mouse.y))
self._dragged = False
self.commands.enqueue_camera_button_down(float(mouse.x), float(mouse.y), button)
return
was_click = button == self._active_button and not self._dragged
self.commands.enqueue_camera_button_up(float(mouse.x), float(mouse.y), button)
if button == 0 and was_click:
self.commands.enqueue_pick(float(mouse.x), float(mouse.y))
self._active_button = None
self._press_pos = None
self._dragged = Falsecommands must execute on the renderer owner thread or be drained by that
thread before renderer.step().
Coordinate Ownership
For WebRTC native input, NVST maps stream-surface coordinates for the fixed stream resolution. For the JSON fallback and other app-owned DOM math, measure the visible video rectangle, reject letterboxed areas, and convert to RenderProduct pixels before camera or pick dispatch.
Keep the RenderProduct size fixed for the session. Do not resize the server renderer because the browser CSS viewport changed.
Scene And Render Loop Coordination
Render loop owns native pick enqueue/result decode, selection outline writes, and camera
omni:xformwrites.Input callbacks enqueue intent:
camera_move,camera_button,scroll,pick_at,cancel_interaction, orset_viewport_input_active.Scene load/reset holds the same renderer mutation lock used by the render loop. While loading, discard pending picks and cancel drags.
Log pick state transitions during validation:
Queueing viewport pickwhen a click queues a pick, andSelection changedafter decoded pick paths update selection.
For ovui, adapt (delta_x, delta_y, modifiers) separately from ovstream
MouseEvent. Forward the vertical delta to zoom and preserve modifier flags;
see local-viewer.
Validation Checklist
[ ] First left click after page load queues a pick and selects a prim.
[ ] Left drag orbits without selecting on release.
[ ] Middle drag pans, right drag dollies or fly-looks, and wheel zooms.
[ ] Sidebar/tree/inspector clicks and wheels do not move the camera or pick.
[ ] Selection stays synchronized between viewport, tree, and property panel.
[ ] Scene switch cancels active drag and clears stale pending picks.
[ ] Server logs show queued pick and selection-changed events for click tests.
[ ] A drag leaving the desktop viewport ends exactly once on pointer-up, pointer-cancel, window blur, or scene switch.
[ ] Native input is the only active camera/picking path in the normal browser deployment; browser UI handles consume their own gestures.
[ ] If the JSON fallback is enabled, its data-channel/native-callback failure evidence is recorded, fallback coordinates match the render product, and native events are ignored so no gesture is applied twice.
See also: streaming-server, streaming-client, streaming-messages,
camera-controls, native-picking-selection, object-selection,
selection-feedback, local-viewer, and webgl-shm-transport.
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)
- 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