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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/xr-spatial-input/controllers.md

Native and opaque-channel controllers

Architecture

Use one immutable controller snapshot and semantic tool pipeline for both input sources:

  1. Native CloudXR: follow upstream openxr-input-and-extensions through the SDK route for shared-session input startup.

  2. CloudXR.js/IWER: receive bounded, correlated snapshots through XR_NV_opaque_data_channel.

  3. Normalize both into an application-owned snapshot and semantic state machine (ControllerSystem/ControllerToolState are sample names, not SDK APIs). Publish documented scene/anchor operations from the render owner.

Do not add a second xrWaitFrame/xrBeginFrame/renderer-step/submit path. Read the library input contract for SDK calls. Use frame/input scheduling: the split path locates at the plan's predicted time, and converts after begin through the same frame-latched mapping as the eyes; a convenience after-submit adapter feeds a later frame and must identify its actual timing source. QPC-to-XrTime converts clocks, not current time into a predicted display time. Head tracking must behave identically with the action consumer enabled and disabled.

Identity and bindings

Preserve these independent values:

  • reportedInteractionProfile: the real runtime binding contract, such as the Touch-compatible profile CloudXR exposes.

  • controllerHardware: advisory physical identity declared once per client session/input epoch, such as sony-psvr2-sense.

Use a session-scoped capability handshake. Validate schema, lengths, session ID, and monotonic epoch; reject stale input without damaging the selected profile. Unsupported or absent handshakes retain the generic binding/profile fallback. Never invent an OpenXR PSVR2 path.

Profiles own logical controls. Keep the physical label, normalized semantic action, and submitted OpenXR component together so diagnostics can prove the mapping. Reset semantic edge latches when a profile/input lifetime changes.

Profile example and visual assets

An application may choose the following Touch-compatible semantics: right Grip (squeeze/value) toggles its ray; right A (a/click) selects; right Trigger (trigger/value) moves a selected object; left X (x/click) previews teleport while held and commits on release. Left stick walks; right stick turns unless an active UI/object capture owns it. These are application bindings, not OVXR defaults. Keep side, physical label, normalized semantic action, OpenXR component and optional model locator together. Reset edge latches on profile replacement and show tooltips only for actions actually supported.

/interaction_profiles/meta/touch_controller_plus and a CloudXR-reported /interaction_profiles/meta/touch_plus_controller are different profile strings; retain the runtime's exact value rather than silently rewriting it. A physical hardware declaration is a separate validated session capability and may have a per-profile headset allowlist. Headset identity alone cannot prove which hand controllers are connected.

The libraries do not supply a calibrated model for every physical device. Begin with clearly labelled application-authored primitive visuals, or accept a licensed local pre-converted asset. Never call generic geometry official vendor art or hardware-fit. A portable local-model manifest should record:

  • profile/model identity, independent left/right source hashes and output hash;

  • source licence/provenance, units, up-axis and normalized root;

  • material-bound renderable leaf paths and physical bounds;

  • separately audited control locator positions in measured grip coordinates;

  • displayed action-to-locator mapping and explicit pose calibration policy.

Generate that asset and manifest outside the render process with USD/DCC tools. Validate hashes/metadata before reference composition. No sample asset script, --controller-model-manifest flag or sample model class is SDK functionality. Do not create fake button meshes merely because a tooltip needs a locator. Do not mirror a left-hand asset when handedness is not validated. A visual calibration may position a mesh relative to measured grip; it must not change input grip/aim orientation or the ray used for scene tools.

Flatten referenced renderable leaves if publishing full world matrices through OVStage. Do not transform a whole controller reference and independently apply world transforms to nested controls: inherited transforms can be applied twice. For a visual leader terminating on the shell, precompute the nearest-triangle projection of an audited locator during asset preparation. Retain original locator, projected point and distance as provenance; shell contact proves a visual attachment, not a measured physical button center.

Spaces and controller geometry

Treat grip and aim as independently measured spaces:

  • grip orientation drives the controller model when it visually matches;

  • aim orientation drives interaction direction;

  • neither pose may be replaced by a visual calibration.

Only for an explicitly supported legacy package without managed pose conversion, if the application derives a shared tracking-to-world alignment from live OVXR eye leaves, do not cache the first matrices merely because they are finite and rigid. Require a physically plausible measured stereo separation; freshly authored coincident eye defaults otherwise map every spatial input to scene origin for the connection. Fail closed and retry until the pair is cooked, but back off failed live-stage reads after a short eager window. Cache the solved rigid transform for the complete input lifetime and clear it on detach/reload.

Extract a user-supplied controller asset in a disposable usd-core worker. Flatten meshes relative to the selected model root, normalize units/up-axis, preserve provenance, and create renderable left/right leaves. Never import pxr into the OVRTX render process or redistribute an unlicensed source/cache.

An asset root is usually a layout transform, not a tracking locator. Exclude it when its descendants already contain physical-size numeric coordinates and the resulting dimensions validate in metres. Do not infer a rotation by eye.

When the asset authors a named trigger mesh and the measured OpenXR aim origin is the intended emitter, derive alignment from geometry:

  1. Compute the named L2 trigger mesh's root-relative bounds center in the USD worker; mirror X for R2 when right geometry is mirrored.

  2. Translate the flattened model by the negative trigger center.

  3. Compose that local translation with stage-units conversion and the model pose (measured aim translation plus measured grip orientation).

The trigger center then equals the measured aim origin by construction. The visible ray can keep the aim pose's translation and direction. Record the derived locator and source hash in the cache manifest; fail to generic geometry if the expected named trigger is absent or ambiguous.

That single-anchor route does not establish the asset's coordinate frame. A left/right pair of trigger centers and grip-to-aim offsets is still only two points; it does not establish a safe controller basis or roll. For the supported live path:

  1. Keep the controller body at the exact OpenXR grip orientation.

  2. After the strict bounded acquisition-spread gate succeeds, derive only a per-hand grip-local translation that maps the named trigger center to the measured aim origin. Do not scale the mesh.

  3. Publish geometry as model * translationOnlyModelFromGrip * gripPose; continue publishing interaction rays from the independently measured aim pose.

Clear this translation on disconnect/profile replacement and never run it as an unbounded frame-loop companion. Do not infer rotation from an asset locator, an inferred pose, appearance, or bilateral trigger spacing. Any future rotated model requires a versioned multi-landmark physical calibration artifact with its own acceptance criteria and review; it is not part of the live fallback.

Rays and scene tools

Build scene geometry once per stage generation in an isolated USD worker and upload one persistent Warp/CUDA mesh/BVH. During frames:

  • launch only fixed preallocated ray slots while mapped controls are active;

  • convert measured aim once into the BVH's declared stage-world space using the active managed anchor; do not apply an additional inverse navigation;

  • keep hit position/normal in that same stage-world contract (a legacy scene-root adapter needs an explicitly separate conversion);

  • update pre-authored beam/arc/marker leaves, never create geometry per frame;

  • refit transformed source vertices/BVH only at object release/cancel/disconnect.

Selection is not capture. Toggle selection on its mapped edge, begin movement only on the move control, preserve the object's acquisition transform, and apply controller deltas relative to the captured controller/object pair. Push/pull uses the intended depth axis explicitly. For “toward the viewer,” use the normalized full 3D viewer-to-object vector sampled for that increment; do not flatten the up axis or reuse a pitched/laterally offset controller ray.

For a general-stage movement target, register only the exact extracted render leaf returned by the CUDA hit. On that selection edge, read its exact live Fabric matrix once and recover local bounds from the persistent mesh. Scope the permission to the current stage generation, preserve the baseline on capture, and refit the affected vertices/BVH at release or cancellation. Do not authorize an arbitrary ancestor and do not add per-frame scene reads.

Teleport previews only measured walkable hits. One hardware profile may replace the generic straight beam with its arc/marker, but do not show both. Validate head height only at commit if preview needs only controller tracking.

Navigation

Use the managed-anchor contract for movement, yaw, scale and teleport. It replaces the older inverse scene-root workaround. Preserve head pivot, stick hysteresis and tool ownership; leave source scene roots unchanged. Use the public pose conversion API instead of deriving alignment from eye prims when that capability is present. The measured-eye alignment discussion above is only a legacy fallback for older packages, not the current preferred route.

Filtering and lifecycle

Filter controller poses in raw tracking space before units/anchor conversion. Use timestamp-aware One Euro position and quaternion/log-map orientation filters. Filter signed velocity before magnitude; reset filters on tracking loss.

At attach/reconnect, create a new monotonic input lifetime and force one complete visual republish. On loss/detach, cancel captures, hide visible leaves once, reset sequence/profile state, and preserve the renderer/headset lifecycle. Emit pose-boundary diagnostics on validity transitions and retain the latest facts for status queries; do not copy unchanged diagnostic dictionaries into every native frame payload.

Verification

Hardware-free tests must cover coordinate transforms, trigger-to-aim alignment, player-pivot yaw away from the origin, selection vs capture, no-jump movement, depth direction, teleport preview/commit, action hysteresis, stale frames, tracking loss, reconnect, and event-boundary BVH refit.

Physical claims additionally require the bounded native visual audit: submitted leaf matrices, consumed ordinals, live Fabric world matrices, valid mesh data, and correlated nonblank headset pixels. Action telemetry alone is insufficient.

Controlled-client reference-space identity

Sample head, grip, aim and hands relative to the exact reference space used by CloudXR's production pose submission, including offsets. A separately requested local space is not interchangeable with the stream's local-floor space. Do not infer the active space from the most recently requested WebXR object or fit away an origin mismatch with calibration offsets. Carry explicit source- space identity through transport/diagnostics and use the same frame/reference for validation projection. The public managed anchor maps a coherent tracking input; it does not repair mismatched input origins.

Optional compact controller wire format

The transport schema belongs to the application, not OVXR. Preserve semantic fields when fitting a bounded channel; do not drop released buttons, head pose, frustum data or haptic acknowledgements to make a packet fit. The reference application may define a versioned pose object or a compact alternative:

  • Pose: [flags, base64]. Bits 0–1 encode source a/g/i/f as 0/1/2/3; bit 2 selects tracking space (unset means stage space); bit 3 marks approximate data. Reject unknown flag bits and malformed tuples.

  • The payload is exactly seven little-endian signed int32 values: position x/y/z followed by quaternion x/y/z/w, each quantized with scale 100000. That is 28 decoded bytes or 40 base64 characters. Validate length, numeric ranges and quaternion validity; retain the chosen five-decimal precision.

  • Crowded input may use [trigger, squeeze, stickX, stickY, buttonBits]. Primary/secondary/menu are bits 1/2/4 respectively. Preserve analog values and explicit zero/released states; reject malformed or unknown bit masks.

Short correlation IDs are opaque identifiers, not commands. They can combine hand/frame identity and a bounded reason code while remaining unique in the session. The receiver must not infer feature behavior from their spelling. Measure actual UTF-8 serialized bytes after all fields and acknowledgements are present. Enforce the final 1024-byte ceiling even with custom IDs; reject excess rather than truncating behavior. Test both hands, head/frustum, all buttons, nonzero analogs, two acknowledgements, legacy objects, malformed compact data, quantization round trips and explicit release frames.

When source poses first round to six decimals and the wire budget then rounds to five, the total position-component error bound is 5.5 micrometres relative to the raw source, not 5 micrometres. Test that combined bound separately from lossless analog input transport.

Decode packed aim/grip through one strict shared decoder before every consumer, including UI pointers, tooltips and raw transport adapters. Expanding only in the controller semantic pipeline lets tools work while UI silently loses poses. Apply the declared tracking-to-LOCAL mapping after decoding, not by changing packed positions or inventing a fixed floor-height offset.

Minimal application protocol from scratch

Choose and document your own schema rather than requiring the reference app's message names. One interoperable semantic snapshot contains:

version, sessionId, epoch, stageGeneration, sequence, sourceTime,
focused, referenceSpaceIdentity,
head = {positionMetres, orientationXYZW, measured:true},
controllers[hand] = {tracked, profile, grip, aim,
  trigger, squeeze, stick:[x,y], primary, secondary, menu}
pose = {positionMetres:[x,y,z], orientationXYZW:[x,y,z,w],
        source:aim|grip|inferred|fallback, valid, approximate}

In one WebXR RAF callback, use the same XRFrame and exact reference-space object supplied to the CloudXR pose submission for getViewerPose, getPose(inputSource.gripSpace, referenceSpace) and getPose(inputSource.targetRaySpace, referenceSpace). Copy values before the callback returns. A grip-only fallback can keep a model visible but must remain marked inferred; it is not a measured aim ray. Normalize the floor projection of head forward from the actual head orientation, not controller heading.

Receiver order: decode bounded envelope → preview freshness → decode all poses and controls → validate finite positions/unit quaternions/current source and stage → convert a batch with one active-anchor snapshot → commit freshness → compute button edges and semantic ownership → publish one accepted update. Decoded raw tracking poses also feed the UI adapter; that adapter applies the measured tracking-to-LOCAL transform when the compositor uses LOCAL. Do not feed it the already converted stage-world poses.

A pose-free loss/release packet must still clear buttons and captures. Sample controllers continuously; rate-limit transport independently from sample time, with a guaranteed terminal released/inactive snapshot. Test reconnect with a new epoch and a sequence reset. Native action support, visual art, semantic bindings and compact-wire interoperability are separate capabilities.

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

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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)
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