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/vulkan-compositing/README.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Vulkan Compositing Over OVRTX
When To Use
Use for non-XR native Vulkan presentation of OVRTX output with raster gizmos,
orientation triads, billboards, annotations, or custom image overlays. This also
covers a viewer that calls its presentation wrapper a VulkanSurface: identify
its real color image, layout, owner and completion contract rather than assuming
that wrapper exposes OVRTX's internal render targets.
OVRTX continues to render the USD scene. Vulkan presents its pixels and draws the requested overlays. Keep the application's existing shell and render owner; adding a compositor does not require replacing either. For stereo/XR, use the XR references for per-eye camera, image ownership and frame timing first.
Read Order And Boundaries
Resolve packages through dependencies, then read the selected OVRTX release's current agent guidance, output/mapping documentation and Vulkan interoperability contract. Dependency acquisition stays there; this family owns the viewer's composition boundary.
Use interop and lifecycle for CUDA/Vulkan device identity, image ownership, frame slots, barriers, and resource reuse.
Add depth-aware overlays only when overlays must be hidden by scene geometry. It includes the input formats, camera ABI, shader snippets and Vulkan depth state for manual rejection and depth seeding.
For interactive handles, also read input routing, transform manipulators, and transform safety. The compositor consumes accepted camera/tool state; it does not own scene mutations.
For headless ovui widget export followed by CUDA alpha blending, use viewport overlays. For OpenGL overlays, use GL viewport overlays. For image/geometry processing inside OVRTX's GPU graph, use SPG processing. The choices have different resource owners; do not combine their interop APIs.
Choose An Overlay Policy
| Need | Composition policy |
|---|---|
| Corner orientation triad, HUD, screen labels | Draw after the OVRTX color splat with scene-depth testing and scene-depth writes disabled. Use a separate small depth attachment if the triad's own geometry needs self-occlusion. |
| World-anchored gizmo, billboard or annotation | Use matching scene-distance output; choose manual fragment rejection or seed an app-owned depth attachment. |
| Several raster passes sharing scene occlusion | Seed D32 once, preserve it, then use compatible depth tests for each pass. |
| Hidden-handle/X-ray treatment | Make visible/hidden fragment policy explicit; use separate styles/passes without overwriting scene color or depth unintentionally. |
| Ordinary selected-object feedback | Use native selection feedback; custom raster overlays do not replace picking or native selection groups. |
| Cutout billboard | Sample texture alpha and discard below a chosen cutoff before depth writes. |
| Translucent annotation | Choose sorting and blending deliberately; usually test depth but disable depth writes. Alpha zero does not suppress a depth write. |
Represent wide handles with triangle geometry such as cylinders, cones and quads. Vulkan wide-line support depends on device features and limits. Derive camera-facing billboard axes from the same displayed-frame camera used for the scene; do not use newer UI camera state with older displayed pixels.
Color Composition
Preserve the OVRTX image when beginning an overlay scope: color attachment
loadOp=LOAD, storeOp=STORE. Clear only resources whose prior contents are
unneeded. Allocate a separate target when the base image remains owned by a
producer or consumer; a mapped OVRTX output is not an app-owned render target.
Choose one alpha convention and match it to the pipeline. With ADD blending:
| Source color convention | RGB source factor | RGB destination factor | Alpha factors |
|---|---|---|---|
| Straight alpha | SRC_ALPHA | ONE_MINUS_SRC_ALPHA | ONE, ONE_MINUS_SRC_ALPHA |
| Premultiplied alpha | ONE | ONE_MINUS_SRC_ALPHA | ONE, ONE_MINUS_SRC_ALPHA |
Inspect actual exported pixels rather than inferring alpha convention from
RGBA8. Multiplying premultiplied RGB by alpha again darkens edges. Use a
transparent black clear for a separate overlay image. Clear/opaque pixels must
be tested, not reconstructed by treating black as transparent.
Keep shader math in linear color where appropriate. An sRGB sampled-image view decodes RGB; an sRGB color attachment performs its defined blend/output conversion. Check how the existing OVRTX splat handles display-encoded color before adding any gamma conversion: double conversion changes the scene even when no overlay is visible. Alpha is not gamma encoded. For HDR, define whether overlays compose before tone mapping or in the display path; do not blend unconverted HDR scene values with display-byte overlay values.
The Vulkan framebuffer contract owns blending and sRGB behavior. The viewer owns the choice of image formats, alpha convention, and the exact order of its color and overlay passes.
Implementation And Evidence
Build app-local allocation/import, frame-slot, pipeline and draw components from the contracts above. No compositor class, shader file or private sample checkout is a prerequisite; generate the required modules in the host application's normal layout. Keep scene state below the UI/compositor boundary, and keep slow asset work off its input path.
Start with color plus an opaque corner marker, then alpha edges, then scene occlusion if requested. Validate both the pre-presentation composite and actual window/transport output. Use validation for artifacts and interop and lifecycle for stale-frame, resize and shutdown acceptance checks.
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