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/viewport-overlays/README.md
Viewport Overlays
Scope And Read Order
Use this reference for non-XR, server-side ovui gizmos and floating panels rendered in headless Vulkan mode and alpha-composited over OVRTX output before presentation or ovstream delivery. OVRTX remains the USD scene renderer.
For browser-only 2D handles over video, use transform manipulators and input routing; they need no headless ovui compositor. Scene surfaces and section caps remain OVRTX-rendered geometry.
Read dependencies for acquisition and the selected ovui release's upstream headless export/input guidance. Then read CUDA compositing for allocation, frame ownership, alpha, channel conversion, and a blend kernel. For interactive translate/rotate/scale tools, also read transform manipulators and transform safety. They own drag math and live scene edits; this reference owns overlay construction and composition.
For a local inline widget layered over an image, use
local viewer. For OpenGL-rendered gizmos use
GL viewport overlays. For app-owned Vulkan
raster overlays, alpha composition or scene-depth-tested gizmos, use
Vulkan compositing. That path can compose
directly in the native Vulkan view; ovui's headless_frame API only exports
its own UI output and does not import an arbitrary VkImage.
Components To Build In Your App
No overlay Python modules are supplied by this package. Implement these responsibilities in your app; the names are illustrative, not imports:
| Component | Implementation contract |
|---|---|
| Overlay owner | Initialize standalone/headless export, own one transparent window, tick, acquire/copy/release exported frames, and shut down. Use the sequence below and CUDA compositing. |
| Camera gizmo | Draw rings/axes in an ovui SceneView with a persistent DragGesture; convert drag deltas to the viewer camera's orbit operation. Use camera controls. |
| Transform gizmo | Draw handles, hit-test them before camera/picking, capture the drag, and enqueue transform intent. Follow transform manipulators. |
| Input adapter | Normalize viewport coordinates, decide pointer ownership, and inject only owned events through the selected ovui release's input API. Follow the capture rules below. |
| Floating prim panel | Build labels in a ui.Placer; store selected path, copied properties, current runtime world anchor, and visible bounds. Use prim info display. |
| Message/runtime adapter | Queue show/hide/tool/selection changes on the overlay owner, update the view/projection before ticking, and composite before submitting the frame. Use input routing and message handlers. |
An optional package initializer only re-exports classes/functions you implement.
There is no required OrbitGizmoOverlay, OvuiCudaComposite, or
OvuiInputBridge class to locate or install.
Construct The Headless Overlay
Set these before importing ovui or constructing the renderer:
import os
os.environ["OMNIUI_HEADLESS"] = "1"
os.environ["OMNIUI_BACKEND"] = "vulkan"
os.environ["OVRTX_SKIP_USD_CHECK"] = "1"On the same serialized owner that will tick/export/tear down the overlay:
Import
omni.ui as ui,standalonefromomni.ui, andheadless_framefromomni.ui.standalone. Verify the selected release supplies transparent headless export; resolve missing capability through dependency guidance rather than substituting an opaque full-frame UI.Call
standalone.init("Viewer overlay", width, height, max_fps=None),standalone.set_software_cursor(False), thenheadless_frame.init(). Check initialization success,headless_frame.format() == "rgba8", andheadless_frame.extent()against the render size. Clean up partial startup on failure. Keep any release-specific/private entry points in one adapter.Build one
ui.Windowat(0, 0)covering the output, withfill_app_window=Trueand no title, resize, move, or scrollbar flags. Set its frame'sWindowstyle to transparent background/border and zero border width. Verify the exported clear pixels have alpha zero: window styling alone does not prove the render target is transparent.Inside
window.frame, create oneui.ZStackcontaining the camera gizmo, transform overlay, and any floating panel. Useui.Placeroffsets for screen anchors. Retain the window, widget/model, manipulator, and gesture objects for their lifetime. Create drag gestures once and reuse them when rebuilding geometry.Add visibility and tool state to the owner. Disabled/hidden overlays neither draw nor claim input. Hiding a dragged tool or replacing a scene cancels its capture and invokes the transform-safety drag-end/cancel path.
Keep OVRTX rendering and overlay work serialized with scene load/reset. Input and transport callbacks enqueue work; they do not tick ovui or mutate the live stage concurrently.
For a simple orbit widget, create three ring polylines in a small SceneView:
sample t from 0 through 2*pi and use (cos(t), sin(t), 0),
(cos(t), 0, sin(t)), and (0, cos(t), sin(t)). Join adjacent samples with
omni.ui_scene.scene.Line under a retained manipulator, attach the same
persistent DragGesture to the lines, and brighten the active ring during a
drag. Give the widget its own fixed view/projection framing the unit rings;
the viewer camera remains the orbit target. On gesture begin store the pointer,
on change convert the payload's documented coordinate units to incremental
render-pixel deltas, and enqueue the same orbit action used by viewport input.
On end clear capture. If the payload is NDC, scale X by half the widget width
and Y by half its height, converting its Y sign once to the camera input
convention. Do not pass NDC deltas into a camera method expecting pixels.
Input Capture
Use the displayed image rectangle and the transport's mapping from input routing. Keep hit rectangles and injected positions in the same top-left render-pixel coordinates. NVST already maps browser letterboxing; do not apply that correction twice.
On press, a visible gizmo handle or panel may claim the button. Give transform handles first refusal, then other overlay controls, then camera/picking.
Retain owned buttons until release, even when the pointer leaves the widget. Deliver that release before clearing capture. Never allow a drag that began in the viewport to be stolen just because it moves over the panel.
Inject hover moves only inside a visible hit region unless a drag is owned. Wheel input belongs to the hovered/captured control; other events continue to normal viewport handling. Track all pressed buttons to distinguish viewport drags from overlay drags.
Normalize left/middle/right explicitly to the selected ovui input API's button codes. Verify the supported injection API in upstream guidance;
_ui._inject_mouse_move,_inject_mouse_button,_inject_mouse_scroll, andstandalone._tick_one_frameare private spellings in some releases, not an app-independent interface promised by this skill.On disconnect, focus loss, disable, or scene replacement, cancel gestures and deliver/reset pressed-button state so reconnect cannot leave a stuck drag.
World Anchors And Camera Alignment
Implement the projection helper from
prim info display, which supplies
world_to_screen() and the bottom-left to top-left conversion. Pass explicit
matrix conventions; do not guess row/column layout from translation magnitude.
Use the exact view, projection, aperture, and render aspect of the OVRTX camera.
Hide behind-camera/nonfinite anchors; clamp panels to the image bounds.
Refresh anchors from current OVStage runtime world transforms every displayed frame, before ticking ovui. Authored USD metadata from a query worker can be stale during animation, manipulation, or simulation. Clear selection/panel state on scene replacement and discard delayed results from older generations.
Frame And Shutdown Sequence
apply queued input/scene/camera/tool changes on the runtime owner
-> renderer.step() and copy/convert output into an app-owned display buffer
-> update overlay camera, world anchors, labels, and visibility
-> tick ovui; wait_ready -> copy_to_linear -> finish copy -> signal_consumed
-> blend owned overlay pixels over the owned display buffer
-> finish GPU work; submit/present; retain buffers through consumer completionThe full sequence, failure behavior, and buffers are defined in CUDA compositing. Overlay failure must not publish uninitialized or stale scratch pixels. Surface a visible feature error when a requested overlay cannot initialize; keep the requested functionality tracked.
Stop input and submissions, cancel captures, finish outstanding GPU/consumer
work, then call headless_frame.shutdown() followed by standalone.shutdown()
on the owner. Attempt both even if one fails. Keep shutdown idempotent and
handle initialization that stopped halfway through. Prefer fixed render size;
for a deliberate resize, drain consumers and recreate/revalidate the export
and CUDA buffers together before accepting new frames.
Validation
Capture a transparent clear frame and red/green/blue markers over a known background. Check alpha edges, orientation, colors, and projected alignment while orbiting/panning/zooming. Exercise drag outside bounds, viewport drag across a panel, hide during drag, scene replacement, disconnect/reconnect, and shutdown. Record both the pre-delivery composite and the actual presented or streamed image using validation guidance.
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