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Omniverse Realtime Viewer

OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI

  • Skill
  • Meta (authoring, orchestration, planning, memory)
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD app requests 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 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

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/openai/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

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

  1. Read references/routing.md to choose the delivery path and focused references.

  2. Read references/conventions.md before implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.

  3. For broad viewer requests, read references/usd-viewer-app/README.md.

  4. If the delivery path is unclear, read references/streaming-vs-local/README.md.

  5. If the prompt includes layout, panels, controls, inspectors, status, or UX, read references/viewer-ux-workflow/README.md and 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.

  6. For viewport interaction, read references/viewer-input-routing/README.md before references/camera-controls/README.md, references/native-picking-selection/README.md, or references/object-selection/README.md.

  7. Read only the focused capability references needed for the requested app.

  8. Use references/validation.md to capture review evidence before handoff.

Non-Negotiables

  • Use ovrtx for all USD and 3D rendering.

  • Browser apps display an ovstream WebRTC 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 ovrtx path 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.md and deployment choices in references/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

  1. Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.

  2. 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.

  3. Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.

  4. Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.

  5. Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.

  6. 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

references/electron-shm-viewer/python-shm-server.md

Electron SHM Python Server

Python Server Runtime

The Python server is the source of truth for renderer and USD state:

  • current stage URL/path and root prim path

  • ovrtx.Renderer

  • active render product and AOV

  • camera controller

  • selection, hover, native pick-query state, and selection outline groups

  • stage hierarchy/property query helpers

  • render settings and persisted viewer settings

  • SHM frame publisher and JSON message router

Startup order:

set OVRTX_SKIP_USD_CHECK=1
configure OVRTX_BIN_PATH/library path if needed
import ovrtx
construct Renderer(RendererConfig(sync_mode=True))
initialize USD query helper or subprocess if needed
initialize ovstream SHM server
register JSON control callbacks
load initial stage or enter idle state
warm up until first valid frame when a stage exists
enter one render loop

Render loop shape:

while running:
    command_queue.drain()
    if not scene_loaded:
        wait_for_command()
        continue
    camera_controller.update(dt)
    renderer_runtime.write_camera_if_needed()
    frame = renderer_runtime.step_display_frame(dt)
    if frame is not None:
        shm_server.publish_frame(frame)

Critical server invariants:

  • Only the render loop calls ovrtx load/reset/step/write APIs.

  • Callbacks decode messages and enqueue work.

  • FrameNotReady is recoverable; keep the latest good frame visible.

  • Repeated non-recoverable render failures should stop stepping and emit a JSON error event until the next successful stage load.

  • Scene loading must pause stepping, reset or reload the ovrtx stage, rebuild viewer camera/render products/render vars, clear stale selection, pending pick-query state, and selection outline groups, and resume only after a valid frame.

  • Never mutate the user USD file for viewer camera, render products, render vars, settings, or selection metadata.

Use stage-loading for exact open_usd() / open_usd_from_string() stage details and ovrtx-rendering for frame extraction and live write contracts.

SHM Server Contract

Use ovstream's SHM server type for local shared memory. Exact class and enum names may vary by binding version; preserve these roles:

import os
os.environ.setdefault("OVRTX_SKIP_USD_CHECK", "1")

import ovstream

ovstream.initialize()
server = ovstream.Server(server_type=ovstream.ServerType.SHM)
server.set_message_callback(on_message)
server.start({"name": shm_name, "width": width, "height": height})

Requirements:

  • one SHM server instance per viewer runtime

  • one named SHM session per active viewer

  • binary publish API for complete BGRA/RGBA frames

  • JSON control channel for event_type/payload messages

  • explicit close/shutdown on process exit

  • generated session names such as ov-usd-viewer-<pid>-<nonce>

  • cleanup only for stale segments owned by this app

Pass the final SHM name to Electron through CLI args, environment, or a readiness JSON line on stdout:

{"event_type":"shmReady","payload":{"name":"ov-usd-viewer-1234","width":1920,"height":1080,"protocol":1}}

Do not scrape logs for connection data. Keep logs on stderr or structured files.

Frame Header And Pixels

Each frame starts with a fixed 16-byte little-endian header:

byte 0..3    uint32 width
byte 4..7    uint32 height
byte 8..15   uint64 sequence
byte 16..N   BGRA8 pixel data, tightly packed, width * height * 4 bytes

Frontend parsing:

const header = new DataView(buffer, 0, 16);
const width = header.getUint32(0, true);
const height = header.getUint32(4, true);
const sequence = Number(header.getBigUint64(8, true));
const pixels = new Uint8Array(buffer, 16, width * height * 4);

Sequence rules:

  • increment once per published display frame

  • drop duplicate or older frames in React

  • allow gaps

  • use sequence for display freshness and stats, not app state

Pixel rules:

  • Frame payload is BGRA8 unless both sides explicitly negotiate RGBA8.

  • LdrColor is the default display AOV.

  • If ovrtx outputs RGBA and SHM publishes BGRA, convert once on the server.

  • If SHM publishes BGRA and WebGL uploads RGBA, convert into reusable renderer-owned staging memory.

  • Do not convert in place on shared memory that the server can overwrite.

  • If a BGRA WebGL upload extension is available, use it and skip conversion.

  • When exposing AOV switching, handle ovrtx 0.3 single-tensor and multi-tensor render vars. Select the named image tensor for composite outputs, read params separately, and treat image tensors as channel-last (H x W x C).

BGRA to RGBA conversion:

function bgraToRgbaInPlace(words: Uint32Array) {
  for (let i = 0; i < words.length; i += 1) {
    const p = words[i];
    words[i] = (p & 0xff00ff00) | ((p & 0xff) << 16) | ((p >>> 16) & 0xff);
  }
}

Validate width, height, sequence, and byte length before creating texture upload views. Drop invalid frames and request reconnect rather than drawing corrupted memory.

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