Generated banner for Omniverse Realtime Viewer
Generated logo for Omniverse Realtime Viewer

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/feature-validation.md

Spatial feature closure checklist

Use this checklist for every new controller, hand, tracked prop, gaze, anchor, navigation, scene tool, or generated XR visual. Adapt irrelevant rows honestly; for example, client-native UI has no generated USD geometry and must state that instead of manufacturing an ordinal.

1. Preserve the control

  • Run the same selected native or browser client with the feature disabled and enabled. VIEW translation and rotation must advance in both runs.

  • Require one OVXR context, one OVRTX renderer, and exactly one supported frame path: high-level Context.render_frame() or the installed SDK's explicit begin/bind/submit path. Never call both for the same iteration or add a raw application-owned xrWaitFrame/xrBeginFrame/submit loop beside the SDK.

  • Use documented anchor setters for navigation and documented scene-write APIs for application geometry on that same owner. The current camera helper is not a general object-transform contract. A feature must never introduce a concurrent scene writer or duplicate frame owner.

2. Prove the input boundary

  • Record the actual source, session/input epoch, profile or capability, focus, side, sequence/time, pose-valid bits, and active/tracked quality separately.

  • Test absent, malformed, stale, reordered, unsupported, unfocused, and lost input. A malformed future epoch must not poison a valid current source.

  • Treat left and right independently. Reconnect, source replacement, profile replacement, and stage reload clear latches, filters, captures, generated visibility, reconstruction state, and pending proof.

  • If native and opaque implementations exist, select one owner explicitly and test that they cannot drive the same semantic state simultaneously.

3. Prove coordinates with adversarial fixtures

  • Preserve raw measured pose, reported interaction profile, physical hardware, authored model locator, and application navigation as separate values.

  • Convert raw tracking poses once with Context.transform_openxr_pose, using the active frame-latched anchor. Do not duplicate units/up-axis/eye math. An application helper called NavigationController is not an SDK dependency.

  • Use fixtures with non-identity tracking alignment, source-root transform, navigation scale/yaw/translation, non-origin viewer pivot, centimetre units, and every supported up-axis. Identity-only tests are insufficient.

  • Assert physical relationships, not just finite matrices: emitter equals the measured/authored trigger locator, a grabbed object retains its acquisition transform, “toward viewer” push/pull is collinear with the full 3D viewer/object line (including height), forward locomotion follows VIEW, and player yaw preserves the current head pivot.

4. Prove generated scene state

  • Author viewer-owned geometry in a content-addressed temporary composite; hash the source USD before and after and require no files beside it.

  • Validate every renderable leaf has nonempty mesh or primitive data, plausible stage-unit dimensions, a hidden initial matrix, and a strict runtime allowlist entry. Dynamic native parents stay identity.

  • At an interaction boundary, capture the exact submitted leaf matrices. After the renderer consumes that ordinal, read omni:fabric:worldMatrix once and compare world position, orientation/basis scale, visibility, and semantic target. An omni:xform echo alone is not rendered-stage proof.

  • Correlate nonblank, changing headset or mirror pixels to that consumed state. Telemetry, an action edge, or an ordinal without pixels does not prove visible geometry.

5. Protect the hot path

  • Build/extract scene data only at stage-generation boundaries; allocate GPU meshes, buffers, and graphs once. Refit only transformed instances at their release/cancel boundary.

  • Launch GPU work only for an active mapped control. Hidden unchanged leaves are not resent every frame.

  • Normal frames do not synchronously read Fabric, copy audit history, serialize proof, traverse USD, create prims, import pxr, or emit per-frame info logs.

  • Validation readback is event-triggered or explicitly armed for a finite frame budget and automatically turns itself off. Add a test that steady state does not reschedule it.

  • Bound transport/message drains per iteration and leave burst remainder queued.

6. Close lifecycle and evidence

  • Exercise attach, disconnect, reconnect, one-side loss/recovery, focus loss, profile change, stage reload, cancel while captured, and shutdown. Head tracking and the long-lived renderer survive every input-only boundary.

  • Require deterministic math/state tests plus a live physical or IWER path. Wait for a successful submitted frame whose consumed ordinal reaches the transaction before capture.

  • Capture ordered visual evidence and report unsupported capabilities or unverified physical behavior as gaps. Never promote controlled input, analytic contact, or accepted haptic requests into stronger native claims.

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