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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, and focused viewer reference documents.
— the description by NVIDIA Omniverse

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

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/download
  2. Unzip 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

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/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.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent 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.

Files

references/windows-native-setup/README.md

Windows Native Setup

Triggers

Use this skill for Windows, native Windows, WSL2, ERROR_INCOMPATIBLE_DRIVER, NVML, DLL load failed, or OpenUSD import compatibility issues.

Run natively on Windows 10/11. Do not use WSL2; ovrtx needs direct Vulkan/NVML GPU access and WSL2 commonly fails with ERROR_INCOMPATIBLE_DRIVER or NVML_ERROR_DRIVER_NOT_LOADED.

Current public OVRTX packages are Vulkan-only on Windows. Do not generate a renderer backend-selection flag or retain DX12-specific OVRTX configuration; follow the current upstream Vulkan interop guidance when native presentation needs graphics sharing.

Prerequisites

  • NVIDIA RTX GPU, Turing or newer.

  • NVIDIA RTX-capable GPU with a compatible driver.

  • A CUDA 12 runtime is required only when the selected ovui package or capability requires it; follow the current upstream ovui guidance rather than interpreting the driver version as a CUDA toolkit version.

  • Python matching the compatible runtime set selected through references/dependencies. Include ovui's requirement only for delivery paths that use ovui.

  • Git, plus Node.js/npm when the selected browser or desktop shell uses them; choose versions supported by that shell's manifest and toolchain.

Additional prerequisites may be required by the selected local desktop ovui package or dependency build instructions:

  • Visual Studio Build Tools with the MSVC C++ x64 toolchain.

  • vswhere.exe available from Visual Studio Installer.

  • Ninja installed in the active venv or visible to pip build isolation.

  • Vulkan SDK when required by the current ovui package or dependency instructions.

Install

Read references/dependencies first. Its nvidia-runtime.md file owns current acquisition details for ovrtx, ovstream, ovui, and the ov-web-rtc browser client; this Windows guide should not repeat release URLs, wheel names, or artifact locations.

Start from the generated viewer project. Resolve Python from the chosen OVRTX/OVStage set and its selected consumers through references/dependencies. For ovui delivery, include its upstream agent guidance, skills and package metadata in that decision. Substitute the resolved interpreter selector below:

cd C:\path\to\generated-viewer
py -<supported-python> -m venv .venv
.\.venv\Scripts\Activate.ps1

If pip install ovui reports No matching distribution found, re-check the current upstream ovui docs and package files before changing install indexes or generated app code.

Install the app's resolved runtime and supporting dependencies using references/dependencies and its manifest. Select Warp's CUDA build through nvidia-runtime.md rather than adding an unconstrained install here. Browser streaming does not require ovui unless the app uses its server-side overlays.

If the app needs pxr queries, resolve usd-core through dependencies/local-openusd-gpu.md in the query worker's environment. Configure the launcher to use that worker interpreter; do not install or upgrade stock USD in the renderer environment merely to run a query check. A verified in-process provider path must instead follow that provider's runtime and import contract.

App-Local Desktop Preflight

Use this preflight for an Electron viewer that starts a selected Python sidecar, or any generated desktop app that launches its project-local Python runtime. Run it from the app root before starting the desktop shell; it validates the actual interpreter the launcher will use, not whichever python happens to be on PATH.

$python = Join-Path $PWD '.venv\Scripts\python.exe'
if (-not (Test-Path $python)) { throw "Missing app-local Python: $python" }
& $python -c "import sys; print(sys.executable); print(sys.version)"
& $python -m pip check
if ($LASTEXITCODE) { throw "Python dependency check failed" }
if (-not (Get-ItemProperty 'HKLM:\SOFTWARE\Microsoft\VisualStudio\14.0\VC\Runtimes\x64' -ErrorAction SilentlyContinue)) {
  throw 'Microsoft Visual C++ x64 runtime is not detected'
}

Then run the sidecar through that exact $python path and preserve its startup output with the app's validation evidence. This preflight does not claim that a particular SHM addon, DLL layout, or plugin configuration is portable across Windows packaging methods; verify those against the selected runtime and app before packaging.

Local ovui On Windows

Use this section for native local desktop viewers. Do not follow the WebRTC run steps below unless the generated app is a browser-streamed viewer.

Use references/dependencies for the current ovui PyPI package guidance. Resolve the interpreter from the current upstream ovui repo docs and package metadata before creating the virtual environment. Keep the base ovui package and companion packages on one compatible package set.

Install the selected OVRTX, ovui, companion and support packages through references/dependencies. Add a separate USD query environment only when the app needs it; follow the worker or verified provider contract above.

Verify the UI import path before building app logic:

python -c "import omni.ui as ui; import omni.ui_scene; print('ok')"

If the installed ovui wheel reports DLL load failed while importing _ui, add the CUDA 12 runtime directory before importing omni.ui. Keep the returned handle alive for the lifetime of the process:

import os
from pathlib import Path

_dll_handles = []

def prepare_ovui_native_runtime():
    roots = []
    if os.environ.get("OVRTX_BIN_PATH"):
        roots.append(Path(os.environ["OVRTX_BIN_PATH"]) / "plugins")
    import ovrtx
    roots.append(Path(ovrtx.__file__).resolve().parent / "bin" / "plugins")
    try:
        import ovstream
        roots.append(Path(ovstream.__file__).resolve().parent)
    except ImportError:
        pass
    for root in roots:
        for dll in root.rglob("cudart64_12.dll"):
            _dll_handles.append(os.add_dll_directory(str(dll.parent)))
            return
    raise RuntimeError("CUDA 12 runtime DLL not found for ovui")

prepare_ovui_native_runtime()
import omni.ui as ui

Run local-only apps through their local module entry point, for example:

$env:OVRTX_SKIP_USD_CHECK = "1"
python -m local_app

If the local app needs USD hierarchy, variants, or property queries and direct pxr imports conflict with ovrtx, use the same pxr_worker.py subprocess strategy documented below. Local ovui apps do not need ovstream, Vite, @nvidia/ov-web-rtc, media ports, or browser WebRTC config.

If widget or adapter installation fails, resolve the matching ovui-widgets-* and ovui-data-adapters-* distributions through references/dependencies. Do not patch dependency packaging metadata here.

If PowerShell launches a .bat file that uses for /f "usebackq" ... in (\...`)aroundpython -c "...", quoting can be mangled before cmd.exereceives it. Use a small helper.py` script for Python probes inside batch loops.

Stage Syntax Check

In the USD fixture you create or obtain through sample data guidance, clippingRange must be:

float2 clippingRange = (0.1, 10000)

Not separate float clippingRange.near and .far attributes.

Streaming Viewers Only: Run

Use this section only for browser-streamed viewers backed by ovstream and @nvidia/ov-web-rtc. Local ovui viewers use python -m local_app and skip the frontend/server split.

First implement the server and frontend from the streaming recipe. The following commands assume its suggested server/ov_web_viewer_server.py entry point; that script is generated app code, not a file supplied by this package. Match the command-line flags to your implemented parser and choose an existing USD fixture (the path below assumes assets/samples/scene.usda in your app).

cd frontend
npm install
npm run dev
cd server
python ov_web_viewer_server.py --stage ..\assets\samples\scene.usda --port 49100

Open:

http://localhost:3000?server=127.0.0.1&signalingport=49100

First launch can spend 5 to 10 minutes compiling RTX shaders after Stage loaded successfully, with many UJITSO material warnings. Do not kill it; cached shaders make later launches faster.

Architecture

For isolated fallback queries, create these app components as described in the worker protocol:

ov_web_viewer_server.py
  ovrtx.Renderer
  ovstream.Server
  PxrWorkerClient -> pxr_worker.py -> pxr.Usd

The main process never imports pxr; USD hierarchy, variants, and property queries use newline-delimited JSON over stdin/stdout.

ovrtx also needs inline root/session data with a camera, RenderProduct, RenderVar, and RenderSettings. Missing this causes Unable to find RenderProduct prim.

Streaming Viewers Only: WebRTC Rules

Server:

config.webrtc_signal_port = 49100
config.webrtc_public_ip = "127.0.0.1"

Frontend:

return { signalingServer: server, signalingPort }; // no mediaServer/mediaPort

Use the current Direct client fields and readiness contract; do not set media fields. Register server callbacks before server.start(). Follow streaming messages for parsed application JSON and SDK-owned envelopes. Query initial state after the SDK start-success event; follow streaming lifecycle for server delivery readiness instead of a fixed delay.

Troubleshooting

SymptomFix
ERROR_INCOMPATIBLE_DRIVER / NVML_ERROR_DRIVER_NOT_LOADEDrun native Windows, not WSL2
No matching distribution found for ovuire-check the current ovui repo docs/package files and recreate the venv with a supported interpreter or manifest-pinned compatible package set
DLL load failed while importing _uikeep the os.add_dll_directory() handle alive and add the discovered CUDA 12 runtime directory before importing omni.ui; do not rely on LD_LIBRARY_PATH or PATH on Windows
_tf DLL import failurekeep pxr in worker subprocess; rerun the app-local desktop preflight before changing imports
Electron sidecar starts a different Python or fails before shmReadylaunch the project .venv\Scripts\python.exe, run App-Local Desktop Preflight, then use electron-shm-viewer lifecycle diagnostics
TfType::AddAlias conflictre-check the selected compatible runtime package set and keep pxr isolated in its worker
OSError: cannot load library ovstreamremove wrong OVSTREAM_LIB_PATH; use the current ovstream package from references/dependencies
cannot import name 'VIEWPORT_CAMERA_POSE_SOURCE'install local UI packages from the same package set
ovui companion package resolution failsresolve the matching widget/adapter distributions through references/dependencies
Native UI package requires a compiler toolchainfollow the current ovui package/build instructions
TypeError: a coroutine was expected from ui.runpass an async render loop coroutine, not a plain callback
stuck "Loading stage..."remove mediaServer/mediaPort
Previous session is already runningreduce reconnects, add delay
VideoEncoder was not deinitializednon-fatal shutdown-order warning
Unable to find RenderProduct primuse stage-loading wrapper/session stage
red/blue swappedapply RGBA-to-BGRA warp swap before streaming

See also: electron-shm-viewer for selected Python sidecar lifecycle, troubleshooting for boundary triage, streaming-server, streaming-client, streaming-lifecycle, stage-hierarchy, and stage-loading.

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

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Download ZIP

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