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/webgl-shm-transport/README.md
WebGL SHM Transport
Triggers
Use this skill for Electron SHM, SharedArrayBuffer, WebGL blitter, POSIX SHM pixels, BGRA texture upload, texSubImage2D, or blank canvas.
Use this with the parent electron-shm-viewer architecture skill when an Electron app displays ovrtx-rendered frames from a POSIX shared-memory ring buffer.
WebGL is only a 2D pixel blitter here. It uploads already-rendered pixels into one texture and draws a full-viewport quad. It must never load USD, render meshes, evaluate cameras, shade materials, or become a browser 3D renderer. All USD rendering remains in the process that owns ovrtx.Renderer.
Pipeline
SHM ring buffer slot (BGRA8, pitch-aligned)
-> N-API addon: memcpy to SharedArrayBuffer on a libuv worker thread
-> Electron IPC/preload: SAB handle crosses process boundary without copying
-> React renderer: Uint8Array view of the SAB pixel payload
-> WebGL: texImage2D first frame, texSubImage2D later frames
-> full-viewport textured quad
-> canvas sized with object-fit: contain for letterboxReference streaming-client for fixed-resolution letterbox conventions. The same rule applies here, adapted from <video> to <canvas>: keep the render resolution fixed, scale the presentation with containment, and map pointer events through the visible content rectangle.
Frame Contract
Each SAB snapshot begins with a 16-byte little-endian header:
byte 0..3 uint32 width
byte 4..7 uint32 height
byte 8..15 uint64 sequence
byte 16..N pixel bytesPixels are BGRA8 unless the producer explicitly converts to RGBA8 before publishing. A packed frame has width * height * 4 pixel bytes after the header.
If the source SHM slot has pitch padding, prefer copying tight rows into the SAB. WebGL 1 cannot upload arbitrary row strides. WebGL 2 can use UNPACK_ROW_LENGTH, but tight SAB rows keep the first implementation simpler and more portable.
const HEADER_BYTES = 16;
interface FrameHeader { width: number; height: number; sequence: bigint }
function readFrameHeader(buffer: SharedArrayBuffer): FrameHeader {
const view = new DataView(buffer, 0, HEADER_BYTES);
return { width: view.getUint32(0, true), height: view.getUint32(4, true), sequence: view.getBigUint64(8, true) };
}Electron Boundary
SharedArrayBuffer requires a cross-origin isolated renderer. Configure COOP/COEP in production and dev:
session.defaultSession.webRequest.onHeadersReceived((details, callback) => {
callback({
responseHeaders: {
...details.responseHeaders,
'Cross-Origin-Opener-Policy': ['same-origin'],
'Cross-Origin-Embedder-Policy': ['require-corp'],
},
});
});
const win = new BrowserWindow({
webPreferences: { preload: PRELOAD_PATH, contextIsolation: true, nodeIntegration: false, sandbox: true },
});For Vite dev, set the same two headers in server.headers so hot-reload resources do not break isolation.
Expose only explicit preload methods. Do not expose fs, child_process, arbitrary IPC, or unrestricted Node access to React.
contextBridge.exposeInMainWorld('shmFrames', {
getFrameBuffer: () => ipcRenderer.sendSync('shm:get-frame-buffer'),
getFrameMetadata: () => ipcRenderer.sendSync('shm:get-frame-metadata'),
onFrameAvailable: (callback: () => void) => {
const listener = () => callback();
ipcRenderer.on('shm:frame-available', listener);
return () => ipcRenderer.removeListener('shm:frame-available', listener);
},
});The renderer-side type should be limited to getFrameBuffer(), getFrameMetadata(), and onFrameAvailable(callback).
N-API Copy Rules
The native addon copies the newest complete ring slot into one stable SAB on a libuv worker thread:
slot = ring.newest_complete_slot()
copy header: width, height, sequence
for row in 0..height:
memcpy(sab.pixels + row * width * 4, slot.pixels + row * slot.pitch_bytes, width * 4)
notify renderer: shm:frame-availableUse newest-frame-wins semantics. If the renderer is slower than the producer, skip old ring slots instead of building a queue. Publish the sequence only after the copied frame is coherent.
Shader Code
Vertex shader:
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
v_texCoord = a_texCoord;
gl_Position = vec4(a_position, 0.0, 1.0); // viewport clip-space position
}Fragment shader:
precision mediump float;
uniform sampler2D u_frame;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_frame, v_texCoord);
}const QUAD = new Float32Array([
-1, -1, 0, 1, 1, -1, 1, 1,
-1, 1, 0, 0, 1, 1, 1, 0,
]);Texture Upload
Create the program, quad buffer, and texture once. Use texImage2D for first allocation or resolution changes; use texSubImage2D for normal frames.
function createTexture(gl: WebGLRenderingContext): WebGLTexture {
const texture = gl.createTexture();
if (!texture) throw new Error('Failed to create texture');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
return texture;
}
function uploadFrame(
gl: WebGLRenderingContext,
texture: WebGLTexture,
format: number,
pixels: Uint8Array,
width: number,
height: number,
previous: { width: number; height: number },
) {
gl.bindTexture(gl.TEXTURE_2D, texture);
if (previous.width !== width || previous.height !== height) {
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.UNSIGNED_BYTE, pixels);
previous.width = width;
previous.height = height;
} else {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, format, gl.UNSIGNED_BYTE, pixels);
}
}BGRA handling options:
Use
EXT_texture_format_BGRA8888when available:ext.BGRA_EXTis the upload format.Convert BGRA to RGBA in JavaScript for simple viewers.
Convert BGRA to RGBA in a CUDA kernel before the SHM write for >60 fps or 4K targets.
const ext = gl.getExtension('EXT_texture_format_BGRA8888') as { BGRA_EXT: number } | null;
const uploadFormat = metadata.format === 'BGRA8' && ext ? ext.BGRA_EXT : gl.RGBA;
function bgraToRgba(source: Uint8Array, scratch: Uint8Array): Uint8Array {
const src = new Uint32Array(source.buffer, source.byteOffset, source.byteLength / 4);
const dst = new Uint32Array(scratch.buffer, scratch.byteOffset, scratch.byteLength / 4);
for (let i = 0; i < src.length; i += 1) {
const p = src[i];
dst[i] = (p & 0xff00ff00) | ((p & 0xff) << 16) | ((p >>> 16) & 0xff);
}
return scratch;
}The bit-shift path assumes little-endian desktop CPUs, which is the normal Electron target.
React Hook Pattern
The hook owns the WebGL context and RAF loop. Native notifications only mark that a frame may be ready; RAF decides when to draw.
import { useEffect, useRef, useState } from 'react';
declare global {
interface Window {
shmFrames: {
getFrameBuffer(): SharedArrayBuffer | null;
getFrameMetadata(): { pitchBytes?: number; format: 'BGRA8' | 'RGBA8' };
onFrameAvailable(callback: () => void): () => void;
};
}
}
export function useWebGLCanvas(canvasRef: React.RefObject<HTMLCanvasElement>) {
const lastSequence = useRef<bigint>(-1n);
const needsDraw = useRef(true);
const scratch = useRef<Uint8Array | null>(null);
const [error, setError] = useState<string | null>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const gl = canvas.getContext('webgl', {
alpha: false,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: false,
});
if (!gl) {
setError('WebGL unavailable');
return;
}
const metadata = window.shmFrames.getFrameMetadata();
const ext = gl.getExtension('EXT_texture_format_BGRA8888') as { BGRA_EXT: number } | null;
const nativeBgra = metadata.format === 'BGRA8' && !!ext;
const uploadFormat = nativeBgra ? ext!.BGRA_EXT : gl.RGBA;
const program = createProgram(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE);
const quad = createQuadBuffer(gl, program, QUAD);
const texture = createTexture(gl);
const previous = { width: 0, height: 0 };
const unsubscribe = window.shmFrames.onFrameAvailable(() => {
needsDraw.current = true;
});
let raf = 0;
const draw = () => {
raf = requestAnimationFrame(draw);
if (!needsDraw.current) return;
const sab = window.shmFrames.getFrameBuffer();
if (!sab) return;
const header = readFrameHeader(sab);
if (!header.width || !header.height || header.sequence === lastSequence.current) return;
if (canvas.width !== header.width || canvas.height !== header.height) {
canvas.width = header.width;
canvas.height = header.height;
gl.viewport(0, 0, header.width, header.height);
}
const byteLength = header.width * header.height * 4;
const source = new Uint8Array(sab, HEADER_BYTES, byteLength);
let pixels = source;
if (metadata.format === 'BGRA8' && !nativeBgra) {
if (!scratch.current || scratch.current.byteLength !== byteLength) {
scratch.current = new Uint8Array(byteLength);
}
pixels = bgraToRgba(source, scratch.current);
}
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
uploadFrame(gl, texture, uploadFormat, pixels, header.width, header.height, previous);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
lastSequence.current = header.sequence;
needsDraw.current = false;
};
const onLost = (event: Event) => { event.preventDefault(); setError('WebGL context lost'); };
canvas.addEventListener('webglcontextlost', onLost);
raf = requestAnimationFrame(draw);
return () => {
cancelAnimationFrame(raf);
unsubscribe();
canvas.removeEventListener('webglcontextlost', onLost);
gl.deleteTexture(texture);
gl.deleteBuffer(quad);
gl.deleteProgram(program);
};
}, [canvasRef]);
return { error };
}createProgram compiles the two shaders above. createQuadBuffer binds a_position and a_texCoord with a stride of four floats and draws TRIANGLE_STRIP.
Canvas Containment
Keep the canvas backing size equal to the frame size. Let CSS contain the element inside its viewport shell:
.viewportShell { width: 100%; height: 100%; overflow: hidden; background: #0b0d10; }
.viewportCanvas { display: block; width: 100%; height: 100%; object-fit: contain; }Map pointer input through the letterboxed content rectangle before sending coordinates to electron-shm-viewer:
function clientToFramePoint(event: React.PointerEvent<HTMLElement>, frameWidth: number, frameHeight: number) {
const rect = event.currentTarget.getBoundingClientRect();
const scale = Math.min(rect.width / frameWidth, rect.height / frameHeight);
const contentWidth = frameWidth * scale;
const contentHeight = frameHeight * scale;
const offsetX = (rect.width - contentWidth) / 2;
const offsetY = (rect.height - contentHeight) / 2;
const x = event.clientX - rect.left - offsetX;
const y = event.clientY - rect.top - offsetY;
if (x < 0 || y < 0 || x >= contentWidth || y >= contentHeight) return null;
return { x: Math.floor((x / contentWidth) * frameWidth), y: Math.floor((y / contentHeight) * frameHeight) };
}Frame Pacing And Backpressure
Use requestAnimationFrame, compare sequence numbers, and upload only new frames. Keep showing the previous texture when no new sequence is available. If several frames arrive before the next RAF, draw only the newest SAB contents.
Do not store pixel data in React state. Keep SAB views, scratch buffers, WebGL handles, and sequence numbers in refs.
At 1920x1080 RGBA8, one frame is about 8.3 MB and 60 fps uploads about 497 MB/s. At 3840x2160, one frame is about 33.2 MB and 60 fps uploads about 2.0 GB/s. The main bottlenecks are SHM-to-SAB copy, JavaScript BGRA conversion, texture upload bandwidth, and main-thread scheduling.
Performance guidance:
reuse the SAB allocation and WebGL texture;
repack pitch-aligned SHM rows to tight SAB rows;
prefer native BGRA upload or server-side CUDA conversion for high frame rates;
disable alpha, antialias, depth, and stencil on the WebGL context;
throttle UI overlay updates separately from pixel upload;
remove per-frame logs and avoid draining every skipped ring slot.
Troubleshooting
Blank canvas:
verify
window.crossOriginIsolated === trueand the preload returns aSharedArrayBuffer;decode and log the first header once: width, height, sequence;
check shader compile and program link logs;
check that the canvas has a nonzero CSS size and call
gl.getError()after firsttexImage2D.
Wrong colors:
red and blue swapped means BGRA bytes were uploaded as RGBA;
use
EXT_texture_format_BGRA8888, JavaScript conversion, or server-side CUDA conversion;confirm the producer format after AOV changes.
Stride artifacts or diagonal tearing:
WebGL 1 cannot upload padded rows; copy tight rows into the SAB or use WebGL 2
UNPACK_ROW_LENGTH;publish only complete ring slots;
use native completion flags or atomics before the addon copies a slot.
Stale frames:
confirm the sequence increments and the addon chooses the newest complete slot;
use RAF instead of rendering directly from every IPC notification;
check whether DevTools or long React work is blocking the renderer main thread.
Context loss:
listen for
webglcontextlost; on restore, recreate the program, buffer, texture, and upload state;keep the SAB transport independent from WebGL resource lifetime.
SharedArrayBuffer unavailable:
set COOP/COEP in Electron responses and the dev server;
make subresources compatible with
require-corp;keep
contextIsolation: true,nodeIntegration: false, and a narrow preload API.
Checklist
Read
electron-shm-viewerfirst for process topology and input protocol ownership.Keep ovrtx as the only USD/3D renderer; WebGL only blits pixels.
Copy newest complete SHM slots into a stable SAB on a libuv worker.
Parse
[u32 width][u32 height][u64 sequence]from the first 16 bytes.Reuse one texture and use
texSubImage2Dafter first allocation.Handle BGRA/RGBA explicitly.
Pace display with RAF and skip stale sequences.
Present the fixed render resolution with
object-fit: contain.Keep Electron security explicit: COOP/COEP, context isolation, no unrestricted Node.
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