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/teleport-acceptance.md
Teleport trajectory, landing and facing commit
This is a complete conservative application policy to implement, not an OVXR teleport API. Use navigation for managed-anchor conversion, gesture math for independent aim/twist, and arbitration for cancellation and rearm.
Bounded trajectory and scene query
Keep one persistent, stage-generation-scoped query structure. With stage-world origin o, normalized aim d, stage up u, and effective stage units per physical metre k, sample a ballistic trajectory:
p(t) = o + k * (speed_m_s*t*d - 0.5*gravity_m_s2*t*t*u)Choose bounded duration/segment count and maximum physical reach; expose those as product tuning. Example seed values are speed 6 m/s, gravity 9.81 m/s² and duration 2 s, not headset constants. Cast each segment only over its own length and select the first collision in trajectory order, not the nearest point to the hand among all results. A fixed segment budget trades precision for cost; test small ledges at the longest supported range before setting it.
For the current managed-anchor path, convert the measured ray once into the BVH's declared stage-world space. Do not apply another inverse navigation transform. Convert physical sizes through k once, including marker radius, slope probes and clearance. Pending navigation is not the active query anchor.
Landing predicate
Require finite hit/normal, allowed geometry, declared normal orientation and
dot(normalizedNormal,u) >= cos(maxSlope). Do not flip every hit normal upward:
that could turn a ceiling underside into a landing. In two-sided or winding-
ambiguous geometry, resolve sidedness by the query contract or reject it.
Separate surface walkability from body clearance. For clearance-aware teleport, query a configurable physical capsule/volume above the destination with the installed query capability. If only rays are available, a finite ring of probes is an explicitly approximate policy, not proof of capsule clearance; label or disable destinations accordingly. No hit must not fall back to an invented infinite floor unless the user selected that behavior. Marker lift is visual only and must not raise the user's landed floor point.
Freshness, forgiving preview and release
Tag each query with (stageGeneration, inputEpoch, anchorRevision, gestureId, sampleSequence, sampleTime, querySequence). Preserve submission/sample time
when an async result arrives. Distinguish not-requested, pending, miss, error
and hit. None of the first four authorizes commit from an older cached hit.
While held, a finite tracking/query grace can keep the last arc visible with an invalid/stale style, without keeping commit permission. Smooth measured aim, not the validity outcome; wrist motion must still steer throughout the hold. On tracking recovery require a new eligible result before restoring the marker.
On observed release enter release-pending with a fixed deadline. Retain an already-issued matching query or request one bounded final query. Accept only the current gesture/anchor/stage with valid release tracking, age below the configured limit and a walkable target. For this conservative baseline, it must match the last submitted valid preview's prim and position within a named physical tolerance; a changed destination cancels instead of teleporting to an unseen location. Record the preview's draw submission, not a claim of physical pixel observation. A product may deliberately present a new final preview before committing, but must implement and test that extra state explicitly.
After success or cancellation consume the release once, clear target/query state and reject late results. Right-pinch cancellation always wins over a result delivered in that same update. Do not block the render owner waiting for a scene query or make release depend on whether an arc is rendered in USD versus the compositor.
Facing and anchor transaction
One intuitive policy captures head-floor heading H0 at teleport begin and sets
desired heading H0 + relativeWristYaw. Keep arrow and accepted yaw paired with
the same preview. Define clockwise sign against the physical client; do not
assume a local joint quaternion's roll convention.
At commit, find current world head h, current head-floor heading H, measured head-to-floor height L in stage units, current anchor A and accepted hit p. Require a located floor/reference and valid projected heading; LOCAL origin or a near-vertical head forward vector is not sufficient evidence. Then, for row vectors, with feet q=h-u*L and delta=desiredHeading-H:
A_next = A * T(-q) * R_about_stage_up(delta) * T(p)This rotates around the current floor point and relocates it to p, preserving uniform scale and physical head height. Validate the full candidate before one managed-anchor setter. Update accepted navigation only after success and mark it applied only after the matching frame latch. Clear the gesture on failure; do not apply yaw and translation as separately successful teleports.
Test first collision, slope/ceiling rejection, clearance limits, rotated/scaled anchors, non-neutral wrist start, delayed release queries, miss after a hit, cancel/result races, and head motion between initial preview and commit.
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