Generated banner for Omniverse Realtime Viewer
Generated logo for Omniverse Realtime Viewer

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/usd-sample-data/README.md

USD Sample Data

Triggers

Use this skill for I need sample data, find USD assets, get me a scene, download USD, sample scenes, test data, USD examples, or need a stage to load.

Use this skill when a developer needs sample OpenUSD data for an ovrtx viewer and does not already have scenes. Prefer local filesystem paths because ovrtx loads stages and their dependencies from disk.

Recommended storage root:

export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT"

Fast Choices

NeedUse
Official viewer samplesstage01.usd / stage02.usd from https://d4i3qtqj3r0z5.cloudfront.net/omni.usd_viewer.samples-106.3.3.zip
Fast smoke teststage01 / stage02 from the official viewer samples, or NVIDIA Scene Templates
Small material/variant testusd-wg/assets StandardShaderBall
Demo sceneOldAttic, Kitchen Set, or a small Marbles subset with required dependencies
Renderer stress testfull Marbles, Showcases, Sample Scenes pack
Production-scale stressfull Sample Scenes, ALab, or Moana

Official USD Viewer Sample Stages (stage01 / stage02)

These are the actual sample stages used by the Omniverse USD Viewer extension. Use them when an agent needs the viewer's default sample scenes with known-good USD composition, PBR materials, and texture coverage.

Direct download URL, no auth required:

https://d4i3qtqj3r0z5.cloudfront.net/omni.usd_viewer.samples-106.3.3.zip

The zip is about 38 MB total and contains samples_data/ with stage01.usd, stage02.usd, materials/, textures/, and referenced sub-USD files.

Download and unzip:

export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT/usd_viewer_samples"

curl -L https://d4i3qtqj3r0z5.cloudfront.net/omni.usd_viewer.samples-106.3.3.zip -o /tmp/omni.usd_viewer.samples.zip
unzip -q /tmp/omni.usd_viewer.samples.zip -d $USD_ASSET_ROOT/usd_viewer_samples

After unzipping, load:

$USD_ASSET_ROOT/usd_viewer_samples/samples_data/stage01.usd
$USD_ASSET_ROOT/usd_viewer_samples/samples_data/stage02.usd

This is the recommended source for agents needing the official viewer default sample scenes.

NVIDIA Omniverse Downloadable Packs

Source page: https://docs.omniverse.nvidia.com/usd/latest/usd_content_samples/downloadable_packs.html

CDN base: https://d4i3qtqj3r0z5.cloudfront.net/

No auth is required. Use curl -L and keep each pack in its own directory so relative asset references stay intact after unzip.

PackSizeDirect URLNotes
Default Scene Templates24 MBhttps://d4i3qtqj3r0z5.cloudfront.net/Scene_Templates_NVD%4010011.zip10 template scenes; best quick-start pack
Sample Scenes26 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Sample_Scenes_NVD%4010013.zip441 assets; includes Old Attic, Marbles, composed scenes
Showcase Scenes2.3 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Showcases_Content_NVD%4010011.zip2 RTX showcase scenes; depends on Sample Scenes
Commercial5.8 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Commercial_NVD%4010013.zip82 office assets; needs Base Materials
Industrial1.8 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Industrial_NVD%4010012.zip72 industrial components
Residential22.5 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Residential_NVD%4010012.zip507 residential assets
Warehouse18 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Warehouse_NVD%4010013.zip763 warehouse components
Base Materials8.2 GBhttps://d4i3qtqj3r0z5.cloudfront.net/Base_Materials_NVD%4010013.zipRequired by Commercial pack
Environmentsvarieshttps://d4i3qtqj3r0z5.cloudfront.net/Environments_NVD%4010012.zipHDR domes and skies
Characters891 MBhttps://d4i3qtqj3r0z5.cloudfront.net/Characters_NVD%4010012.zipRigged assets; viewer usually does not support animation playback
Download a CloudFront Pack
export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT/downloads" "$USD_ASSET_ROOT/Scene_Templates"

curl -L \
  "https://d4i3qtqj3r0z5.cloudfront.net/Scene_Templates_NVD%4010011.zip" \
  -o "$USD_ASSET_ROOT/downloads/Scene_Templates_NVD.zip"

unzip -q "$USD_ASSET_ROOT/downloads/Scene_Templates_NVD.zip" \
  -d "$USD_ASSET_ROOT/Scene_Templates"
find "$USD_ASSET_ROOT/Scene_Templates" -iname "*.usd" -o -iname "*.usda" -o -iname "*.usdc"

For large packs, prefer resumable downloads:

curl -L -C - \
  "https://d4i3qtqj3r0z5.cloudfront.net/Sample_Scenes_NVD%4010013.zip" \
  -o "$USD_ASSET_ROOT/downloads/Sample_Scenes_NVD.zip"

NVIDIA Public S3 Bucket

Bucket host: omniverse-content-production.s3.us-west-2.amazonaws.com

Use AWS CLI with unsigned requests:

python3 -m pip install --user awscli
export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT/NVIDIA_Samples"

aws s3 sync --no-sign-request \
  "s3://omniverse-content-production/Samples/Marbles/" \
  "$USD_ASSET_ROOT/NVIDIA_Samples/Marbles/"

Use HTTPS for individual files when the exact key is known:

curl -L \
  "https://omniverse-content-production.s3.us-west-2.amazonaws.com/Samples/Marbles/<path-to-file.usd>" \
  -o "$USD_ASSET_ROOT/NVIDIA_Samples/Marbles/<path-to-file.usd>"

Useful prefixes:

PrefixSizeNotes
Samples/Marbles/4.5 GB, 3,892 filesExcellent stress test; root prim is /stage
Samples/OldAttic/1.5 GB, 929 filesGood composed scene for demo work
Samples/Showcases/14.7 GB, 1,462 filesLarger RTX showcase scenes
Samples/Examples/29 GB, 11K filesBroad sample corpus
Samples/Flight/4.3 GBFlight-themed scene content
Samples/Astronaut/ and Samples/EuclidVR/1.5 GB combinedCharacter/VR-oriented samples
Sync a Selective Prefix
export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT/NVIDIA_Samples/OldAttic"

aws s3 sync --no-sign-request \
  "s3://omniverse-content-production/Samples/OldAttic/" \
  "$USD_ASSET_ROOT/NVIDIA_Samples/OldAttic/"

To inspect a prefix before downloading:

aws s3 ls --no-sign-request "s3://omniverse-content-production/Samples/Marbles/" --recursive --human-readable --summarize

For a subset, start from the root .usd and include every referenced layer, texture, MDL, and material file. If any dependency is missing, the Omniverse Realtime Viewer may load a gray or partial scene. Full prefix sync is usually faster than debugging broken relative references for large NVIDIA samples.

External USD Sources

SourceURLUse
USD Working Group assetshttps://github.com/usd-wg/assets30+ PBR test assets with variants, skeletons, and material coverage
StandardShaderBall live assethttps://prefrontalcortex.github.io/usd-wg-assets/full_assets/StandardShaderBall/layers/shaderball/Quick shader/material smoke test
OpenUSD sampleshttps://openusd.org/release/dl_downloads.htmlKitchen Set, City Set, and UsdSkel examples; accept the displayed license before download
ALab / DPELhttps://dpel.aswf.io/ and https://github.com/DigitalProductionExampleLibrary/ALabFull production USD scene with characters; large download and registration/download-page flow may apply
Intel 4004 Moore Lanehttps://dpel.aswf.io/4004-moore-lane/House interior/exterior for ray-tracing tests; direct package is https://dpel-assets.aswf.io/4004-moore-lane/intel_moorelane_v1_2_0.zip
DPEL OpenPBR Shader Playgroundhttps://github.com/DigitalProductionExampleLibrary/OpenPBRShaderPlaygroundMaterialX/OpenPBR/USD material testing
Moana Island Scenehttps://www.disneyanimation.com/resources/moana-island-scene/Production-scale island scene; use the USD package for USD testing

Clone usd-wg/assets:

export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT"
git clone https://github.com/usd-wg/assets.git "$USD_ASSET_ROOT/usd-wg-assets"
find "$USD_ASSET_ROOT/usd-wg-assets" -iname "*.usd" -o -iname "*.usda" -o -iname "*.usdc"

Download Intel 4004 Moore Lane:

export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
mkdir -p "$USD_ASSET_ROOT/downloads" "$USD_ASSET_ROOT/Intel_4004_Moore_Lane"

curl -L -C - \
  "https://dpel-assets.aswf.io/4004-moore-lane/intel_moorelane_v1_2_0.zip" \
  -o "$USD_ASSET_ROOT/downloads/intel_moorelane_v1_2_0.zip"

unzip -q "$USD_ASSET_ROOT/downloads/intel_moorelane_v1_2_0.zip" \
  -d "$USD_ASSET_ROOT/Intel_4004_Moore_Lane"

Clone OpenPBR Shader Playground:

export USD_ASSET_ROOT="${USD_ASSET_ROOT:-/path/to/usd-assets}"
git clone https://github.com/DigitalProductionExampleLibrary/OpenPBRShaderPlayground.git \
  "$USD_ASSET_ROOT/OpenPBRShaderPlayground"

Quality Tiers

TierRecommendations
Quick startbundled stage01 / stage02, Scene Templates pack, usd-wg/assets StandardShaderBall
Demo-qualityMarbles subset with dependencies, OldAttic, Kitchen Set
Stress testfull Marbles, Showcase Scenes, full Sample Scenes pack
Production-scalefull Sample Scenes, ALab, Moana

Quick-start zip sizes can exceed the tier name. Choose by stage complexity and load time, not only archive size.

Directory Layout

Keep each source unpacked under one stable root:

/path/to/usd-assets/
  Scene_Templates/
  NVIDIA_Samples/
    Marbles/
    OldAttic/
  usd-wg-assets/
  Intel_4004_Moore_Lane/

Do not flatten directories. USD layers, textures, MDL files, and payloads often use relative paths.

Omniverse Realtime Viewer Integration Notes

  • Marbles uses root prim /stage; many other samples use /World. Detect the root prim dynamically and pass it through openStageResult.

  • The frontend openStageRequest sent on WebRTC connect can override a server-loaded stage. Match defaults on both sides or let the server's initial state be authoritative.

  • Large scenes over 1 GB need async stage loading, progress/error state, and skip-reload logic for the currently loaded normalized path.

  • First load with new MDL/materials can spend several minutes compiling shaders. A 4 minute first load is plausible for Marbles-class content.

  • Keep sample stages on a fast local disk. Use /path/to/usd-assets/<PackName>/ or a configurable USD_ASSET_ROOT.

  • Never substitute a browser 3D renderer for large or unsupported samples. The Omniverse Realtime Viewer still uses server-side ovrtx; the browser only displays the WebRTC video stream.

  • After any stage switch, rebuild hierarchy, native pickability state, selection state, and native selection outline groups.

Sample Data Directory Layout For Deployment

The download script (or zip extraction) places samples in samples/samples_data/. However, the server expects samples_data/ as a sibling directory (not nested under samples/). The _ovrtx_composite_*.usda files reference stage USD files by relative path (e.g., ./stage01.usd), so the composite and the referenced stage USD must be in the same directory.

Correct layout for the server:

/app/samples_data/
  stage01.usd
  stage02.usd
  _ovrtx_composite_stage01.usda
  _ovrtx_composite_stage02.usda
  materials/
  textures/

Incorrect (nested) layout that breaks relative references:

/app/samples/samples_data/    ← extra nesting breaks relative paths
  stage01.usd
  ...

When deploying, ensure you copy or symlink the samples_data/ contents to the path the server's --stage argument expects. For Docker images, COPY samples_data/ /app/samples_data/ is sufficient if the build context has the correct flat structure.

See also: huggingface-usd, usd-viewer-app, stage-management, stage-loading, cloud-assets, render-settings, streaming-server, streaming-client.

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