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/xr-client-message-contract/README.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
XR Client Message Contract
Triggers
Use this reference for: client sends a message but nothing happens, XR message envelope, prim manipulation from a headset, anchor update, camera transform message, throttling transform messages, what wire format the XR client should send, adapting a specified existing XR client protocol.
Read cloudxr-opaque-data-channel/README.md first for the transport, and
streaming-messages/README.md for the dispatch pattern this mirrors.
One envelope
{"event_type": "openStageRequest", "payload": {"url": "stage02.usd"}, "request_id": "r1"}| Field | Rule |
|---|---|
event_type | Required, a string. Otherwise log and drop. |
payload | Required, an object. Its keys are the handler's arguments. |
request_id | Optional; echo it on the reply when present. |
Replies use the same shape. Malformed messages are logged and dropped, never raised — one bad message must not take down the frame loop.
This is the viewer application's protocol, not a protocol implemented by OVXR. Use the same canonical envelope as the other viewer transports in this bundle. If an existing client speaks a different envelope, document that client's public/versioned contract and translate at a single adapter boundary. Enable only the aliases required by that integration, and reply in one canonical form. Do not infer a legacy format from a client or headset name.
Payload conventions that bite
Use camelCase application payload keys consistently; envelope keys remain
event_type,payload, and optionalrequest_idas shown above.Define transforms as 16 finite row-major values using the bundle's row-vector convention, with declared coordinate space and units. An existing client with another layout needs a conversion fixture from its identified contract; do not guess a 12-value layout or scale factor from historical examples.
Read resolved scene units through upstream scene/anchor guidance and publish the applicable conversion to the client. Convert once; never assume every stage uses centimetres or hardcode a metres-to-stage factor.
Server handler shape
Keep the dispatch design from streaming-messages/README.md: a dict of event
type to bound method, one send sink, request_id echoed when present. Do not
reuse an ovstream input handler — ovstream has no XR transport, and XR input
arrives through OpenXR, not as InputEvents.
A minimal, useful surface:
| Request | Does |
|---|---|
getStatsRequest | fps, frame time, device info, scene info — including metersPerUnit, so the client can convert correctly |
openStageRequest | repopulate the OVStage from a URL |
setPrimTransformRequest | write a transform to a prim through the OVStage data plane |
anchorUpdateRequest | move the prim named by tracking_anchor_path |
Validate paths from the network. openStageRequest carries an
attacker-controlled string; confine it to an allowed directory or it is a
file-read primitive.
Writes use one application publication coordinator. Co-writing viewers select OVXR application ordinal mode and supply its owned ordinals for every stage-writing call. Resolve all lower writes before bind publishes and renders; begin only locates views. Do not give each writer a floor-plus-one counter. Read the library publication contract.
Rate discipline
Native headset tracking belongs on the OpenXR path; ordinary application messages must not replace latency-critical predicted poses. An explicitly controlled WebXR proof client may send separately labelled observed input snapshots under the controlled-client contract. Those observations do not claim to be OVXR-private predicted eye poses.
For continuous interaction such as a drag or slider, coalesce superseded updates, bound the send cadence and measure the accepted input-to-render delay. Select limits for the actual runtime/client and message family rather than copying an undocumented legacy frequency. Keep ordered begin/end/cancel edges.
Pump only bounded channel work through the runtime owner using the vendor's connection/readiness contract. A disconnected channel remains a readiness state, not a reason to spin or flood frame logs.
Common mistakes
| Mistake | Consequence | Prevention |
|---|---|---|
| Assuming an unspecified client protocol | Messages rejected or misdecoded | Identify the client contract and translate once into the canonical application envelope |
| Hardcoding ×100 for centimetres | Scene off by 100× on metre-scale stages | Use the stage's metersPerUnit and publish it |
| Assuming a client's matrix matches yours | Transform garbage or silently rejected | State the shape in the handler error; convert at the edge |
| Replacing native predicted poses with JSON telemetry | Latency and jitter | Keep native tracking on OpenXR; label controlled-client observations separately |
Unbounded openStageRequest paths | Arbitrary file read | Confine to an allowed directory |
| Raising out of a handler | Frame loop dies | Catch, reply with an error, keep rendering |
Related References
cloudxr-opaque-data-channel/README.md— the transport and channel lifecyclexr-client-connection/README.md— getting connected at allstreaming-messages/README.md— the dispatch patternovstage-runtime/README.md— ordinals and write floors for handler writes
Controlled interaction message families
The following limits and epoch rules apply to the optional controlled WebXR adapter and XR UI intents, not a new general viewer protocol.
Versioned interaction families and exact byte ceilings
High-rate spatial, navigation, and XR-UI messages need a smaller explicit
contract than the transport's theoretical maximum. Define a ceiling per message
family and put schemaVersion in every request, response, and server push in
that family.
Measure the final UTF-8 JSON envelope, not character count and not the payload alone:
def encode_bounded(event_type: str, payload: dict, maximum_wire_bytes: int) -> bytes:
versioned = {"schemaVersion": 1, **payload}
encoded = json.dumps(
{"event_type": event_type, "payload": versioned},
separators=(",", ":"),
default=str,
).encode("utf-8")
if len(encoded) > maximum_wire_bytes:
raise ValueError(
f"{event_type} is {len(encoded)} UTF-8 bytes; limit is {maximum_wire_bytes}"
)
return encodedApply the same check inbound before dispatch and outbound before transport send. Error replies must remain within the response family's ceiling and should report observed bytes, maximum bytes, event type, and required schema version. Keep the limits centralized so browser, Python, Rust, and tests cannot drift.
Focus/input epochs and bounded dedupe
For focus-sensitive pointer, hand, controller, ray, or spatial samples, a sequence number alone is insufficient. Scope ordering with:
(client_session_id, input_epoch, input identity, sequence)client_session_ididentifies one controlled-client lifetime and has a documented maximum string length.input_epochincreases whenever focus, tracking/input-source ownership, rendered surface revision, or session ownership invalidates old input.Send any required
cancelunder the old epoch, then advance the epoch and restart per-input sequences. This lets the server close captures before it rejects late packets.Ignore epochs older than the accepted epoch. Within an epoch, ignore duplicate or reordered sequences without advancing canonical state.
Validate an entirely new-epoch payload—including focus, schema, coordinate space, finite matrices, ray, node/action identity, and document revision— before committing the new epoch. An unfocused or malformed high epoch must not poison the session and make the next valid packet look stale.
Bound retained sessions and sequence keys with a documented eviction policy. When a session is evicted or advances epoch, prune its old per-input keys; attacker-controlled session IDs must not create unbounded memory growth.
Stage changes and reconnects should push canonical navigation/UI state again, advance the relevant document/revision state, and reject packets captured against the old stage. Tests should cover reconnect sequence restart, stage change convergence, stale epoch rejection, malformed-future-epoch recovery, and cache eviction.
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