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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/gl-viewport-overlay/README.md

GL Viewport Overlay Skill

Use this skill when adding a GPU-rendered 3D overlay to the ovrtx C++ ImGui viewer. The overlay can be a transform gizmo, measurement ruler, bounding box, annotation pin, selection outline, axis tripod, or any other world-space widget that must line up with the rendered USD scene.

For ovrtx-owned C++ renderer behavior, projection behavior, texture handoff, or native viewer details not covered here, read references/dependencies for acquisition guidance and supplemental dependency documentation.

This skill adapts the shared transform-gizmo projection, hit-testing, input-priority, and drag-math constraints to a C++ ImGui path. The C++ overlay files are generated-app implementation files; create them when the app needs GL-rendered viewport overlays.

The core pattern is:

  1. Build a small overlay renderer that owns its OpenGL resources.

  2. Render the overlay into the ovrtx output texture after the ovrtx frame upload.

  3. Use the exact ovrtx projection parameters, including the FBO Y-flip.

  4. Let overlay interaction consume pointer input before camera controls see it.

Quick Start: Colored Axis Indicator

This minimal overlay draws three colored world-space axes at a target transform. It is intentionally simpler than the transform gizmo: no hit testing, no drag state, just GL geometry composited into the viewport texture.

struct AxisOverlay {
    GLuint fbo = 0;
    GLuint vao = 0;
    GLuint vbo = 0;
    GLuint program = 0;

    void initialize() {
        glGenFramebuffers(1, &fbo);

        // position.xyz, color.rgb
        const float vertices[] = {
            0, 0, 0, 1, 0, 0,   1, 0, 0, 1, 0, 0,
            0, 0, 0, 0, 1, 0,   0, 1, 0, 0, 1, 0,
            0, 0, 0, 0, 0, 1,   0, 0, 1, 0, 0, 1,
        };

        glGenVertexArrays(1, &vao);
        glGenBuffers(1, &vbo);
        glBindVertexArray(vao);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));

        program = createAxisShaderProgram();
    }

    void renderToViewportTexture(
        GLuint ovrtxTexture,
        int width,
        int height,
        const ovui::Mat4x4& view,
        const ovui::Mat4x4& ovrtxProjection,
        const ovui::Mat4x4& targetWorld,
        float cameraDistance,
        float verticalFovRadians) {

        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ovrtxTexture, 0);
        glViewport(0, 0, width, height);

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDisable(GL_DEPTH_TEST);

        ovui::Mat4x4 projection = ovrtxProjection;
        projection.m[1][0] = -projection.m[1][0];
        projection.m[1][1] = -projection.m[1][1];
        projection.m[1][2] = -projection.m[1][2];
        projection.m[1][3] = -projection.m[1][3];

        const float screenFraction = 0.12f;
        const float modelScale = cameraDistance * std::tan(verticalFovRadians * 0.5f) * screenFraction;
        ovui::Mat4x4 model = targetWorld * ovui::Mat4x4::scale({modelScale, modelScale, modelScale});
        ovui::Mat4x4 mvp = projection * view * model;

        glUseProgram(program);
        glUniformMatrix4fv(glGetUniformLocation(program, "u_mvp"), 1, GL_FALSE, &mvp.m[0][0]);
        glBindVertexArray(vao);
        glLineWidth(3.0f);
        glDrawArrays(GL_LINES, 0, 6);

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
};

Call it from the viewer after the ovrtx frame is available and before ImGui draws the image:

uploadOvrtxFrameToTexture(outputTexture);

if (showAxisOverlay) {
    axisOverlay.renderToViewportTexture(
        outputTexture,
        viewportWidth,
        viewportHeight,
        camera.viewMatrix(),
        makeOvrtxProjection(viewportWidth, viewportHeight),
        selectedPrimWorldTransform,
        distance(camera.position(), selectedPrimPosition),
        makeOvrtxVerticalFov(viewportWidth, viewportHeight));
}

ImGui::Image((ImTextureID)(intptr_t)outputTexture, ImVec2(viewportWidth, viewportHeight));

Non-Negotiable Alignment Rules

Match ovrtx Projection

Do not use the orbit camera's 45 degree FOV for overlays. The overlay must use the same camera model as ovrtx:

constexpr float kFocalLength = 18.15f;
constexpr float kHorizontalAperture = 20.955f;

float aspect = float(viewportWidth) / float(viewportHeight);
float verticalAperture = kHorizontalAperture / aspect;
float fovY = 2.0f * std::atan(verticalAperture / (2.0f * kFocalLength));

If this does not match, the overlay may appear correct while idle but drift away from the USD primitive during drag or camera movement.

Flip Y for FBO Compositing

ovrtx and OpenGL disagree about image origin in this path. When rendering into the ovrtx output texture via an FBO, negate projection row 1:

projection.m[1][0] = -projection.m[1][0];
projection.m[1][1] = -projection.m[1][1];
projection.m[1][2] = -projection.m[1][2];
projection.m[1][3] = -projection.m[1][3];

Apply this only for the GL overlay pass that writes into the ovrtx texture. Do not bake the flip into the interaction math unless that code is also using the composited framebuffer coordinate convention.

Use Incremental Drag Math

For perspective interactions, avoid recomputing the transform from total mouse delta since drag start. Recompute pixels_per_world_unit for the current camera and target distance each frame, then apply only the latest mouse movement:

float worldDelta = pointer.delta_pixels.x / drag.pixels_per_world_unit;
drag.pixels_per_world_unit = computePixelsPerWorldUnit(camera, drag.current_origin);
transform.translation += drag.axis_world * worldDelta;

This avoids drift caused by changing perspective scale during the drag.

Implementation Checklist

  1. Define the overlay contract:

    • What world-space data does it draw?

    • Does it need pointer interaction?

    • Should it remain constant size on screen?

  2. Add an overlay renderer:

    • Own shader program, VAOs/VBOs, FBO handle, and any procedural meshes.

    • Render into the existing ovrtx output texture.

    • Preserve or restore GL state that the viewer depends on.

  3. Align projection:

    • Use focalLength = 18.15.

    • Use horizontalAperture = 20.955.

    • Derive vertical aperture from viewport aspect.

    • Flip projection row 1 for the FBO overlay pass.

  4. Integrate input:

    • Call overlay hit testing or handle_pointer() before camera orbit.

    • If the overlay consumes the event, skip camera motion.

    • Freeze animation while actively dragging, then resume on release.

  5. Integrate scene writes:

    • For edit tools, apply changes through a callback such as writePrimTransform(path, transform).

    • Keep interaction state independent from USD authoring details.

  6. Validate:

    • Compare overlay alignment at several zoom levels and viewport sizes.

    • Drag near the camera and far from the camera.

    • Check cropped or resized viewport panels.

    • Launch from the stage asset directory so USD-relative materials/ and textures/ references resolve the same way they do for the stage file.

When to Use ovui

Use ovui for interaction logic that benefits from reusable math and hit testing. The transform gizmo uses it for projection, axis hits, drag state, and translation/rotation/scale updates. A passive overlay such as a bounding box can skip ovui::TransformGizmo, but should still reuse the same projection and math conventions where practical.

References

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)
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Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip