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-spatial-input/hands.md
Hand tracking
For implementation equations use hand recognizers; for the editor tool priority/state table use gesture arbitration. These are configurable application policies, not new SDK gesture APIs.
Choose the input boundary explicitly
OVXR does not automatically make client hand joints available to the application. Use one of these paths and label it honestly:
Controlled client: sample the client's real hand API and send joint snapshots over the existing opaque data channel.
Native OpenXR: use upstream openxr-input-and-extensions through the SDK route, then normalize the valid joint snapshot at the same time/space as the controller bridge.
Do not present controlled-client telemetry as server-native hand tracking. If the active CloudXR runtime does not expose the extension or authoritative tracking conversion, report that capability gap instead of guessing.
Canonical frame
An active hand contains all 26 XR_EXT_hand_tracking joints in canonical order.
Keep each hand independent: active/tracked flags, pose validity, radius, and
optional velocities. A missing left hand cannot borrow right-hand validity.
Apply OpenXR's flag contract exactly: position and orientation VALID bits
authorize reading/rendering the pose. TRACKED bits report whether that valid
pose is actively tracked rather than inferred or last-known; their absence does
not invalidate the fields. Preserve both qualities in diagnostics. Never read a
position or orientation whose corresponding VALID bit is clear.
For opaque-channel transport, use bounded packed keyframes plus recoverable
deltas. The current sample's openxr-i16-v1 form stores 26 (x,y,z,radius)
signed-int16 tuples in a 208-byte block per hand. Enforce the 880-byte envelope
ceiling, finite values, schema version, monotonic source/session/epoch/sequence,
and a periodic keyframe. A gap must either recover from a keyframe-relative
delta or fail closed; never apply an ambiguous incremental delta.
Coordinate space is a contract, not metadata decoration. Accept stage-space
frames only when the client has authoritative stage conversion. For tracking
space, convert server-side with Context.transform_openxr_pose using the same
active frame-latched anchor as controllers and VIEW. Do not derive alignment
from private eye prims when this public capability exists. Check pose validity
before conversion and keep display size separate from measured physical radius.
Visuals and interaction
Author 52 hidden joint leaves in a viewer-owned session layer. Publish both hands in one bounded scene transaction per accepted frame on the render owner, using upstream's scene-transform/publication contract or the shared OVStage writer. Verify that head tracking continues with the feature enabled. Scale visual geometry from measured radius while keeping semantic/contact radii untouched. Freeze only a short documented number of missing received sequences, then hide once.
Derive pinch from measured thumb/index geometry with start/end hysteresis. A pinch does not imply a grab: begin grab only when the interaction target and policy allow it, preserve target/controller offset, and emit end/cancel only for states actually begun. Tracking loss, source replacement, stage reload, and transport disconnect cancel active interactions and reset reconstruction state.
For native server-side gesture tools, recognize gestures from the same stage/world frame published for hand visuals. Scale thresholds by measured hand geometry and runtime-reported radii; never use fixed scene-unit distances. Build an aim basis only from valid measured joints, then normalize gestures into the existing controller-tool DTO and reuse its persistent scene raycaster, selection, no-jump movement, and teleport state machines. Do not add a second picker, navigation model, or transform writer.
For movement on a general stage, promote only the exact render leaf returned by the persistent scene raycaster. At the selection edge, capture its live Fabric world matrix and recover local bounds from already-extracted vertices. Keep that write permission stage-generation scoped, preserve the captured baseline on the first fist frame, and refit the BVH only on release/cancel. Never traverse USD or read Fabric every frame.
Arbitrate overlapping gestures contextually and document the capture rule. In
this sample, a right pinch owns the selection ray; a left pinch edge selects at
that ray while it is active, otherwise left pinch captures teleport until
release. A selected-object right fist captures movement, and right pinch cancels
an active teleport. Keep hand availability, hysteresis, consumed edges, and
open-hand rearm independent per side. Loss of a non-owning hand must not cancel
the current action; loss of the owning hand, focus, source, stage generation, or
tool ownership cancels exactly once. Physical controllers take priority and the
gesture recognizer must cancel/rearm when that ownership changes.
Distinguish an active hand with temporarily invalid joints from an inactive
hand, focus loss, and a scene-ray miss. A grace branch that requires an active
hand does not tolerate isActive=false. State and test each policy separately;
hold the last measured observation only within the declared grace without
emitting synthetic edges. Expiry or a lifecycle boundary cancels and rearms.
If a separate OVPhysX worker is used, keep ownership isolated and terminology precise. Successful write/step/read does not prove contact pairs. Label analytic sphere overlap as analytic unless a public contact-pair query returned evidence.
Gesture ownership and forgiving holds
Treat the gesture map as application policy. A system-reserved palm-up gesture can conflict with the headset shell; use a simpler mapping when the product calls for it instead of assuming the app can suppress the system gesture.
Separate a strong start threshold from a more permissive hold/release threshold. Expose per-hand pinch thresholds in physical or hand-normalized units, and check that a secondary joint-radius rule does not broaden a deliberately strict teleport start. A fist can place thumb and index tips close together: arbitrate fist versus pinch before emitting semantic edges.
For the sample's right-pinch cancel policy, cancel teleport without committing, observe both hands open, then require a fresh left pinch. The cancelling right pinch must not also select or immediately restart teleport. Track each side's rearm state explicitly.
During a held preview, use a finite tracking/joint-validity grace and preserve ownership without inventing new motion or press/release edges. Retained observations are stale, not a current walkable hit; a release during stale tracking must not commit a cached destination. Cancel on grace expiry or focus/source/session loss. Prefer an elapsed-time bound as well as a frame bound so a frame-rate drop does not lengthen a sticky hold indefinitely. Carry the observation timestamp, per-hand staleness and actual scene-query attempt/result through every runtime call site, not only recognizer tests. An intentionally omitted query is different from an attempted miss, a failed query or pending async work. Missing evidence must not authorize a teleport. Retain async submission time: a newly delivered result is not a fresh ray. Test release after a miss, stale tracking and delayed results end to end.
Performance and proof
Decode/validate only accepted messages. Do not copy full hand history, inspect Fabric, serialize proof, or run physics while hands are inactive. Keep proof readback finite and explicitly armed.
Hardware-free tests should cover 26/52 joint completeness, byte ceilings, quantization bounds, keyframe/delta gaps, stale sequences, independent hand loss/reacquisition, visibility transitions, scale-relative pinch/fist hysteresis, contextual gesture arbitration, non-owning-hand continuity, owning-hand/focus/ownership cancellation, open-hand rearm, grab offset under a non-identity navigation transform, and source/stage resets.
Live proof requires actual joint motion from the declared source, correlated request/sequence and consumed ordinal, rendered joint geometry, and ordered pixels. For a native headset run, also record extension support, tracker create status, locate result/flags, and both hands independently.
Reconstructable hand encoding and scaling
For a library-only client, agree joint order explicitly: palm, wrist, thumb metacarpal/proximal/distal/tip, then index/middle/ring/little each with metacarpal/proximal/intermediate/distal/tip. WebXR supplies the 25 non-palm joints. One simple palm approximation uses the middle-metacarpal pose and a radius derived from the wrist/metacarpal samples; label it synthesized instead of native. Do not transmit an invented tracked orientation where only position was observed.
For the position/radius codec, choose q in metres (for example 0.0001), round
[x,y,z,radius] / q to signed int16, check range, and serialize little-endian.
Decode only exactly 26×4×2 bytes for a full hand. At q=0.0001 the representable
coordinate range is about ±3.2767 m; for larger reference-space travel choose a
larger explicit q or a declared keyframe origin and a new protocol version.
Never wrap overflow. Quantization error is at most q/2 per rounded component.
A delta contains the full keyframe's sequence ID, an unsigned 26-bit changed joint mask, and four absolute quantized values for each set bit in increasing joint order. Copy the named cached keyframe and replace those joints; do not add values and do not reconstruct from the preceding delta. Missing/wrong-epoch base means inactive until a fresh keyframe. Two-hand base64 keyframes plus JSON can exceed a small opaque channel: publish independently correlated per-hand keyframes or a versioned compact envelope, preserve inactive/release states, and enforce the final serialized byte ceiling before send.
Convert positions once using the same frame-latched anchor as controllers.
For validated uniform anchor scale s, radius and linear-speed magnitudes scale
by s / metersPerUnit; directions use only basis and normalized anchor rotation.
Derive velocities from converted positions or transform supplied velocities,
never both. Keep explicitly declared stage-world input unchanged. Gesture
thresholds, hand rendering and physics must consume that same converted batch.
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