Omniverse Realtime Viewer
OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI
- Skill
- Meta (authoring, orchestration, planning, memory)
- 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 orchestrator for developing USD-based viewer applications. It provides a structured approach to selecting implementation recipes, enforcing architectural conventions, and managing dependencies. By utilizing a set of focused reference documents, it guides developers through the lifecycle of building, configuring, and validating viewer applications, ensuring consistent behavior across different delivery paths such as local workstations or streaming environments.
What it does
- Routes development requests to specific implementation recipes based on the target delivery path.
- Enforces architectural rules for USD rendering, stage management, and UI integration.
- Provides guidance on camera selection, input handling, and viewport interaction.
- Standardizes the integration of AOV switching and render product configuration.
- Facilitates the capture of validation evidence for viewer readiness.
- Maintains separation between user-provided USD files and application-specific session state.
When to use it
- When initiating the development of a new USD viewer application within the Omniverse ecosystem.
- When determining the appropriate delivery path for a viewer, such as local native or streaming.
- When needing to implement consistent camera, selection, or UI behavior across viewer projects.
- When integrating advanced rendering features like AOV switching into an existing viewer.
Advantages
- Ensures architectural consistency across diverse viewer implementations.
- Provides a clear, modular path for adding specific capabilities like input routing or data display.
- Promotes clean separation of concerns between stage data and viewer-owned state.
- Standardizes the validation process for consistent delivery.
Usage examples
- “I need to build a browser-based viewer for USD files.”
- The agent will route you to the streaming viewer recipe, providing guidance on WebRTC stream setup, UI integration, and viewport interaction.
- “How do I implement AOV switching in my local USD viewer?”
- The agent will provide the AOV switching reference, detailing how to map render vars and update the display state on the server.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/openai/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
This is the top-level entry point for the Omniverse Realtime Viewer skill package. It is self-contained: all required routing, conventions, and validation guidance live in the selected references.
Use the focused reference documents as implementation recipes. This file chooses the right recipes and preserves the architectural rules that must hold across all generated viewer apps.
Instructions
Start by classifying the requested viewer, then read only the references needed
for that delivery path and feature set. Implement the render path first, layer
interaction and UI behavior on top of it, and finish by capturing validation
evidence from references/validation.md.
Read Order
Read
references/routing.mdto choose the delivery path and focused references.Read
references/conventions.mdbefore implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.For broad viewer requests, read
references/usd-viewer-app/README.md.If the delivery path is unclear, read
references/streaming-vs-local/README.md.If the prompt includes layout, panels, controls, inspectors, status, or UX, read
references/viewer-ux-workflow/README.mdand then the focused viewer UI references. This applies to React/WebRTC, Tauri, Electron,ovui,ovwidgets, and Dear ImGui apps; "frontend" means user-facing UI, not only browser UI.For viewport interaction, read
references/viewer-input-routing/README.mdbeforereferences/camera-controls/README.md,references/native-picking-selection/README.md, orreferences/object-selection/README.md.Read only the focused capability references needed for the requested app.
Use
references/validation.mdto capture review evidence before handoff.
Non-Negotiables
Use
ovrtxfor all USD and 3D rendering.Browser apps display an
ovstreamWebRTC video stream plus UI. The browser does not render USD geometry.Do not substitute WebGL, Three.js, Babylon.js, PlayCanvas, A-Frame, model-viewer, react-three-fiber, glTF browser viewers, or other client-side 3D renderers.
If local validation cannot run because the GPU/runtime environment is absent, scaffold the
ovrtxpath and document the runtime requirement. Do not add a browser-renderer fallback.Keep user USD files unmodified. Viewer cameras, render products, render vars, settings, selection metadata, and runtime state belong in session/composite layers or app state.
Keep one owner for
renderer.step(), stage mutation, native picking, selection writes, and live attribute writes.Keep dependency acquisition in
references/dependencies/README.mdand deployment choices inreferences/cloud-deployment/README.md; do not duplicate package locations or deployment setup.
Focused Reference Families
Entry points and recipes:
references/usd-viewer-app/README.md,references/streaming-viewer-recipe/README.md,references/ovui-local-viewer-recipe/README.md,references/streaming-vs-local/README.md,references/electron-shm-viewer/README.md,references/ovwidgets-editor-shell/README.md.Rendering and stage:
references/ovrtx-rendering/README.md,references/stage-loading/README.md,references/stage-management/README.md,references/render-settings/README.md,references/aov-switching/README.md,references/stage-hierarchy/README.md,references/stage-queries/README.md,references/stage-attribute-reads/README.md,references/prim-transform-safety/README.md,references/usd-sample-data/README.md.Delivery and runtime:
references/streaming-server/README.md,references/streaming-client/README.md,references/streaming-messages/README.md,references/streaming-lifecycle/README.md,references/local-viewer/README.md,references/tauri-local-viewer/README.md,references/cpp-native-viewer/README.md,references/headless-shm-cli/README.md,references/viewer-backend-interface/README.md,references/webgl-shm-transport/README.md.Viewer UI/UX:
references/viewer-ux-workflow/README.md,references/viewer-layout-patterns/README.md,references/viewer-control-patterns/README.md,references/viewer-data-view-patterns/README.md,references/viewer-feedback-status/README.md.Interaction:
references/viewer-input-routing/README.md,references/camera-controls/README.md,references/object-selection/README.md,references/native-picking-selection/README.md,references/selection-feedback/README.md,references/selection-animation/README.md,references/transform-manipulator/README.md,references/gl-viewport-overlay/README.md,references/ovui-library/README.md,references/prim-pick-effects/README.md,references/prim-info-display/README.md,references/viewport-overlays/README.md.Infrastructure:
references/dependencies/README.md,references/windows-native-setup/README.md,references/cloud-assets/README.md,references/cloud-deployment/README.md,references/troubleshooting/README.md.
Build Workflow
Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.
Select a small reference set. Start with the recipe or routing reference, then add focused capabilities such as camera, picking, hierarchy, properties, render settings, transform tools, cloud assets, or deployment.
Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.
Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.
Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.
Capture validation evidence before calling the viewer ready.
Examples
For a browser viewer request, use the streaming recipe references plus camera, picking, hierarchy, properties, render settings, and stream-status references.
For a local workstation viewer request, use the local or native delivery references plus renderer setup, stage loading, viewport input, and validation.
Completion Checklist
Selected references match the user's intent and delivery path.
No code path uses a browser-side 3D renderer for USD.
The generated app has one clear owner for render stepping and stage mutation.
User USD files remain untouched by viewer-owned session data.
Camera, input, selection, scene loading, and stream behavior follow
references/conventions.md.Setup/build/run results and visual interaction evidence are captured with
references/validation.md.
Files
- ATTRIBUTION.mdAdded by AutoGineer1.0 KiB
- BENCHMARK.md5.5 KiB
- LICENSEAdded by AutoGineer10.0 KiB
- SKILL.md7.4 KiB
- agents/openai.yaml315 B
- evals/evals.json8.1 KiB
- references/aov-switching/README.md15.2 KiB
- references/camera-auto-select/README.md7.4 KiB
- references/camera-controls/README.md17.1 KiB
- references/camera-picker/README.md9.7 KiB
- references/cloud-assets/README.md10.4 KiB
- references/cloud-deployment/README.md18.0 KiB
- references/conventions.md5.3 KiB
- references/cpp-native-viewer/README.md2.4 KiB
- references/cpp-native-viewer/interaction-features.md19.2 KiB
- references/cpp-native-viewer/presentation-loop.md9.0 KiB
- references/cpp-native-viewer/project-build.md6.4 KiB
- references/cpp-native-viewer/renderer-session.md4.5 KiB
- references/cpp-native-viewer/validation.md3.3 KiB
- references/dependencies/README.md3.4 KiB
- references/dependencies/electron-shm.md1.5 KiB
- references/dependencies/environment-validation.md4.4 KiB
- references/dependencies/frontend.md2.3 KiB
- references/dependencies/local-openusd-gpu.md4.4 KiB
- references/dependencies/nvidia-runtime.md9.0 KiB
- references/dependencies/ovrtx.md2.4 KiB
- references/dependencies/ovstream.md2.5 KiB
- references/dependencies/quick-setup.md5.3 KiB
- references/electron-shm-viewer/README.md2.2 KiB
- references/electron-shm-viewer/architecture-project.md6.3 KiB
- references/electron-shm-viewer/electron-client.md5.6 KiB
- references/electron-shm-viewer/protocol-interaction-lifecycle.md6.9 KiB
- references/electron-shm-viewer/python-shm-server.md4.9 KiB
- references/electron-shm-viewer/validation.md2.8 KiB
- references/gl-viewport-overlay/README.md7.9 KiB
- references/gl-viewport-overlay/architecture.md4.1 KiB
- references/gl-viewport-overlay/example-gizmo.md5.5 KiB
- references/gl-viewport-overlay/interaction-pattern.md4.0 KiB
- references/gl-viewport-overlay/projection-alignment.md4.3 KiB
- references/headless-shm-cli/README.md12.2 KiB
- references/huggingface-usd/README.md7.7 KiB
- references/local-viewer/README.md15.0 KiB
- references/native-picking-selection/README.md10.4 KiB
- references/object-selection/README.md9.4 KiB
- references/ovrtx-rendering/README.md18.2 KiB
- references/ovui-library/README.md3.3 KiB
- references/ovui-library/api-reference.md4.3 KiB
- references/ovui-library/extending.md4.8 KiB
- references/ovui-local-viewer-recipe/README.md3.7 KiB
- references/ovui-local-viewer-recipe/interaction-features.md16.1 KiB
- references/ovui-local-viewer-recipe/project-structure.md6.2 KiB
- references/ovui-local-viewer-recipe/setup-shell-renderer.md14.3 KiB
- references/ovui-local-viewer-recipe/validation-build-order.md5.5 KiB
- references/ovwidgets-editor-shell/README.md8.6 KiB
- references/prim-info-display/README.md9.3 KiB
- references/prim-pick-effects/README.md5.9 KiB
- references/prim-transform-safety/README.md8.2 KiB
- references/render-settings/README.md9.9 KiB
- references/routing.md16.5 KiB
- references/seg-outline-highlight/README.md1.4 KiB
- references/selection-animation/README.md9.7 KiB
- references/selection-feedback/README.md6.6 KiB
- references/stage-attribute-reads/README.md5.5 KiB
- references/stage-hierarchy/README.md17.1 KiB
- references/stage-hierarchy/fallback-worker-protocol.md3.5 KiB
- references/stage-loading/README.md19.3 KiB
- references/stage-management/README.md10.1 KiB
- references/stage-queries/README.md5.3 KiB
- references/streaming-client/README.md17.4 KiB
- references/streaming-lifecycle/README.md8.8 KiB
- references/streaming-messages/README.md16.5 KiB
- references/streaming-messages/server-handler-map.md3.1 KiB
- references/streaming-server/README.md18.6 KiB
- references/streaming-server/frame-loop-and-continuity.md3.3 KiB
- references/streaming-viewer-recipe/README.md4.8 KiB
- references/streaming-viewer-recipe/client-protocol.md11.0 KiB
- references/streaming-viewer-recipe/interaction-features.md13.0 KiB
- references/streaming-viewer-recipe/project-structure.md7.0 KiB
- references/streaming-viewer-recipe/server-runtime.md16.8 KiB
- references/streaming-viewer-recipe/validation-build-order.md5.8 KiB
- references/streaming-vs-local/README.md8.1 KiB
- references/tauri-local-viewer/README.md18.2 KiB
- references/tauri-shm-transform-gizmo/README.md11.8 KiB
- references/transform-manipulator/README.md15.0 KiB
- references/troubleshooting/README.md7.2 KiB
- references/troubleshooting/scenario-playbooks.md18.8 KiB
- references/usd-sample-data/README.md11.7 KiB
- references/usd-viewer-app/README.md7.5 KiB
- references/validation.md3.0 KiB
- references/viewer-backend-interface/README.md17.7 KiB
- references/viewer-control-patterns/README.md4.8 KiB
- references/viewer-data-view-patterns/README.md4.8 KiB
- references/viewer-feedback-status/README.md4.9 KiB
- references/viewer-input-routing/README.md7.8 KiB
- references/viewer-layout-patterns/README.md4.7 KiB
- references/viewer-ux-workflow/README.md4.6 KiB
- references/viewport-overlays/README.md4.8 KiB
- references/viewport-resize/README.md8.5 KiB
- references/webgl-shm-transport/README.md14.5 KiB
- references/windows-native-setup/README.md5.7 KiB
- skill-card.md2.9 KiB
- skill.oms.sig28.6 KiB
references/cpp-native-viewer/presentation-loop.md
C++ Presentation And Render Loop
OpenGL Texture Upload
Display LdrColor by copying mapped CPU pixels into an owned RGBA buffer and
uploading with glTexSubImage2D().
#include <GLFW/glfw3.h>
#include <algorithm>
#include <cstdint>
#include <vector>
struct TextureState {
GLuint texture = 0;
int width = 0;
int height = 0;
std::vector<std::uint8_t> rgba;
};
static void ensureTexture(TextureState& tex, int width, int height)
{
if (tex.texture == 0) {
glGenTextures(1, &tex.texture);
glBindTexture(GL_TEXTURE_2D, tex.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, tex.texture);
if (tex.width != width || tex.height != height) {
tex.width = width;
tex.height = height;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
}
static bool copyBgraOrRgbaToTexture(TextureState& tex, const DLTensor& tensor, bool sourceIsBgra)
{
if (!tensor.data || tensor.ndim != 3 || !tensor.shape) return false;
if (tensor.dtype.code != static_cast<std::uint8_t>(kDLUInt) ||
tensor.dtype.bits != 8 || tensor.shape[2] < 4) {
return false;
}
const int height = static_cast<int>(tensor.shape[0]);
const int width = static_cast<int>(tensor.shape[1]);
if (width <= 0 || height <= 0) return false;
const auto* base =
static_cast<const std::uint8_t*>(tensor.data) + tensor.byte_offset;
const int64_t rowStride = tensor.strides ? tensor.strides[0] : width * tensor.shape[2];
const int64_t pixelStride = tensor.strides ? tensor.strides[1] : tensor.shape[2];
const int64_t channelStride = tensor.strides ? tensor.strides[2] : 1;
if (channelStride != 1 || pixelStride < 4) return false;
tex.rgba.resize(static_cast<size_t>(width) * static_cast<size_t>(height) * 4);
for (int y = 0; y < height; ++y) {
const auto* srcRow = base + static_cast<size_t>(y) * static_cast<size_t>(rowStride);
auto* dstRow = tex.rgba.data() + static_cast<size_t>(y) * static_cast<size_t>(width) * 4;
for (int x = 0; x < width; ++x) {
const auto* src = srcRow + static_cast<size_t>(x) * static_cast<size_t>(pixelStride);
auto* dst = dstRow + static_cast<size_t>(x) * 4;
dst[0] = sourceIsBgra ? src[2] : src[0];
dst[1] = src[1];
dst[2] = sourceIsBgra ? src[0] : src[2];
dst[3] = src[3];
}
}
ensureTexture(tex, width, height);
glBindTexture(GL_TEXTURE_2D, tex.texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
GL_RGBA, GL_UNSIGNED_BYTE, tex.rgba.data());
return true;
}For GL display, normalize the mapped data to RGBA before upload. If your OVRTX
build maps LdrColor as BGRA, swap channels as above. Do not send BGRA data to
ImGui::Image() through a GL_RGBA upload.
Render Loop
The core order is camera writes, animation writes, optional pick enqueue, step, map display and pick outputs, then ImGui presentation.
static bool sameString(ovx_string_t value, const char* literal)
{
const std::string expected(literal);
return value.ptr &&
value.length == expected.size() &&
std::char_traits<char>::compare(value.ptr, expected.data(), expected.size()) == 0;
}
static const DLTensor* firstTensor(const ovrtx_render_var_output_t& output)
{
if (!output.tensors || output.num_tensors == 0) return nullptr;
return output.tensors[0].dl;
}
static void stepRenderAndUpload(
ovrtx_renderer_t* renderer,
const std::string& renderProductPath,
double deltaSeconds,
TextureState& texture)
{
const ovx_string_t productPath = toOvxString(renderProductPath);
const ovrtx_render_product_set_t products = {&productPath, 1};
ovrtx_step_result_handle_t stepHandle = OVRTX_INVALID_HANDLE;
const ovrtx_enqueue_result_t step =
ovrtx_step(renderer, products, deltaSeconds, &stepHandle);
if (!ok(step) || stepHandle == OVRTX_INVALID_HANDLE) {
printLastOvrtxError("Failed to step OVRTX");
return;
}
ovrtx_render_product_set_outputs_t outputs = {};
const ovrtx_result_t results =
ovrtx_fetch_results(renderer, stepHandle, ovrtx_timeout_infinite, &outputs);
if (!ok(results) || outputs.status == OVRTX_EVENT_FAILURE) {
printLastOvrtxError("Failed to fetch OVRTX results");
ovrtx_destroy_results(renderer, stepHandle);
return;
}
for (size_t productIndex = 0; productIndex < outputs.output_count; ++productIndex) {
const auto& product = outputs.outputs[productIndex];
for (size_t frameIndex = 0; frameIndex < product.output_frame_count; ++frameIndex) {
const auto& frame = product.output_frames[frameIndex];
for (size_t varIndex = 0; varIndex < frame.render_var_count; ++varIndex) {
const auto& var = frame.output_render_vars[varIndex];
if (!sameString(var.render_var_name, "LdrColor")) continue;
ovrtx_render_var_output_t mapped = {};
const ovrtx_result_t map =
ovrtx_map_render_var_output(renderer, var.output_handle,
ovrtx_timeout_infinite, &mapped);
if (ok(map) && mapped.status == OVRTX_EVENT_COMPLETED) {
if (const DLTensor* tensor = firstTensor(mapped)) {
copyBgraOrRgbaToTexture(texture, *tensor, true);
}
}
if (mapped.map_handle != OVRTX_INVALID_HANDLE) {
ovrtx_unmap_render_var_output(renderer, mapped.map_handle, {});
}
}
}
}
ovrtx_destroy_results(renderer, stepHandle);
}Ownership rule: map, copy, and unmap render var outputs before calling
ovrtx_destroy_results(). Do not hold mapped references across step boundaries.
ImGui presentation is normal OpenGL backend usage:
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Viewport");
ImVec2 available = ImGui::GetContentRegionAvail();
if (texture.texture != 0) {
ImGui::Image(
reinterpret_cast<ImTextureID>(static_cast<intptr_t>(texture.texture)),
available,
ImVec2(0.0f, 0.0f),
ImVec2(1.0f, 1.0f));
}
ImGui::End();
ImGui::Render();
glViewport(0, 0, framebufferWidth, framebufferHeight);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);For picking, compute the actual image rect inside the viewport if you preserve aspect ratio or crop. Convert mouse coordinates to render product pixels before enqueuing the pick query.
Main Loop Skeleton
This is the minimal control flow. Keep details such as sidebars and property panels outside the OVRTX frame path.
int main(int argc, char** argv)
{
if (argc < 2) return EXIT_FAILURE;
#if defined(_WIN32)
_putenv_s("OVRTX_SKIP_USD_CHECK", "1");
#else
setenv("OVRTX_SKIP_USD_CHECK", "1", 0);
#endif
const int renderWidth = 1280;
const int renderHeight = 720;
GLFWwindow* window = createGlfwWindow(renderWidth, renderHeight);
initDearImGui(window);
ovrtx_renderer_t* renderer = createRenderer(renderWidth, renderHeight);
if (!renderer) return EXIT_FAILURE;
if (!loadStage(renderer, argv[1], renderWidth, renderHeight)) {
ovrtx_destroy_renderer(renderer);
return EXIT_FAILURE;
}
OrbitCamera camera;
TextureState texture;
PendingPick pendingPick;
std::string selectedPath;
std::vector<PrimAnimation> animations;
auto lastTime = std::chrono::steady_clock::now();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
const auto now = std::chrono::steady_clock::now();
const double dt = std::chrono::duration<double>(now - lastTime).count();
lastTime = now;
writeMat4Attribute(renderer, "/OVCamera", "omni:xform", camera.cameraToWorld());
updateSelectionAnimation(renderer, animations, dt);
const bool pickQueued = enqueuePick(renderer, "/OVRenderProduct", pendingPick);
stepRenderAndUpload(renderer, "/OVRenderProduct", dt, texture);
// If pickQueued, decode OVRTX_RENDER_VAR_PICK_HIT from the same step
// and call selectPrim(renderer, selectedPath, animations, pickedPath).
drawDearImGuiUi(texture, selectedPath, pendingPick);
}
if (texture.texture) glDeleteTextures(1, &texture.texture);
ovrtx_destroy_renderer(renderer);
shutdownDearImGuiAndGlfw(window);
return EXIT_SUCCESS;
}The pick decode belongs inside the same result iteration that maps LdrColor.
Do not step once for display and a second time for the pick unless the UI is
designed for one-frame-later selection.
Requirements and compatibility
Written for: OpenAI Codex
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.
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
- OpenAI (Official)
- Distributed by
- OpenAI
- Source
- openai/plugins · plugins/nvidia/skills/omniverse-realtime-viewer · commit d420d13
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (written by AutoGineer)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or OpenAI.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip