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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, 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 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

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/nvidia/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

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

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/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.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent 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.

Files

references/aov-switching/README.md

AOV Switching

Use this reference to display color, HDR, normals, distance, or segmentation outputs in a local or streamed viewer. The renderer produces the selected output; the presentation shell continues to display the same image surface or video track.

Frame path

RenderProduct orderedVars
  -> rendered output identified by full RenderVar path
  -> selected output mapped on a supported device
  -> display conversion into an app-owned image buffer
  -> local presentation or the existing ovstream video track

Snapshot the selected product and RenderVar once at the start of a frame. Use that snapshot for pick enqueue, rendering, output lookup, and conversion so a UI change cannot switch identities halfway through the frame. Picking remains a native OVRTX query, independent of the displayed AOV.

Separate the choices the UI offers from the outputs requested for this frame. For a single-image viewer, request the active beauty output (LdrColor or HdrColor) and retain any non-color outputs used by other features. Publish changes to the existing product's orderedVars through the runtime owner; changing display mode does not require another product or scene replacement. When a workflow needs both beauty outputs, validate feedback in the one actually displayed rather than assuming all outputs contain identical overlays.

For example, add a distance RenderVar to a viewer that exposes a depth view:

def RenderVar "DistanceToImagePlane"
{
    uniform string sourceName = "DistanceToImagePlaneSD"
}

Reference its full path in the RenderProduct's orderedVars. Enable any required rendering passes on that product using render-settings and the selected SDK's AOV contract. Avoid enabling unrelated passes for discovery.

Output identity and availability

OVRTX keys frame.render_vars by the full RenderVar prim path. Its source_name selects the conversion and display label; it is not necessarily a unique ID. For multiple products, identify a choice by (product_path, render_var_path).

Keep available choices and the active choice on the runtime owner. A choice becomes available only after mapping and conversion succeed at the expected resolution. Keep copied metadata in this cache, not output handles or mapped tensors. Rebuild it after scene replacement, layout/capability changes, or resize. Switching among already-validated choices need not rediscover all of them; keep the capability cache separate from the current orderedVars subset.

This app-side helper chooses among already-validated outputs. available maps (product_path, render_var_path) to copied source-name strings:

def choose_output(available, requested=None, current=None):
    if requested in available:
        return requested
    if current in available:
        return current
    return next(
        (key for key, source in available.items() if source == "LdrColor"),
        next(iter(available), None),
    )

An invalid user request should return an error without silently changing a working selection. Use the helper to preserve the current choice or select a valid default when availability changes. If none is available, retain the last displayed frame, disable the selector, and show the load/output error.

Map and convert

Allocate display buffers for the transport's resolution and ownership contract. Each frame acquires a buffer that is free for writing; it must not overwrite one still being read by an encoder or display consumer. Local and streamed handoff lifetimes are described in ovrtx-rendering and streaming-server.

Prefer CUDA mapping when the selected output supports it. Discover mapping devices from the selected release's output contract and a focused probe; do not infer support from beauty or generalize one runtime's restriction to every release. For an explicitly supported host path, wait, copy into owned storage inside the mapping scope, then convert/upload into the transport's owned buffer. Report the transfer path and measured cost. Reject unsupported choices rather than silently claiming GPU-only or zero-copy delivery.

For a single-tensor CUDA-mappable AOV, the mapping is itself the DLPack producer:

# product_path and var_path came from the frame's selection snapshot.
product = products[product_path]
for frame in product.frames:
    output = frame.render_vars[var_path]
    with output.map(device=Device.CUDA) as mapped:
        mapped.wait()
        source = wp.from_dlpack(mapped)
        # App conversion: validate source_name/dtype/shape, then write the
        # acquired display buffer using the rules below.
        convert_display(output.source_name, source, display_buffer, stream)
        wp.synchronize_stream(stream)
    # Conversion completed; the display/transport may now consume its buffer.

convert_display is an app-owned dispatcher, not an SDK API. Reject empty or unexpected dimensions and unsupported dtype/source combinations. For multi-tensor outputs, use the tensor name specified by that RenderVar's contract (mapped[tensor_name]); do not guess names after failed conversions.

The example waits synchronously. To overlap GPU work, use mapped.wait_on(stream.cuda_stream) and record consumer completion with mapped.unmap(stream=stream.cuda_stream) before releasing the source, then honor the destination consumer's readiness contract. See the rendering reference for the full lifetime sequence.

Display conversion

Image tensors are channel-last [H,W,C]; scalar images use [H,W,1]. Dispatch on source name as well as dtype and shape: integer distance bit patterns are not segmentation IDs. For ovstream, every conversion ends in BGRA8 uint8 [H,W,4]; use the local surface's required channel order for desktop UI.

SourceDisplay conversion
LdrColorRGBA8 to BGRA8 by swapping red and blue.
HdrColorDecode linear floating-point values, apply exposure, tone mapping, and display transfer, then clamp to 8-bit.
NormalSDDecode floating-point components; map [-1,1] to [0,1] for RGB display.
DistanceToImagePlaneSDAxial distance visualization with a labeled distance range.
DistanceToCameraSDRadial distance visualization with a labeled distance range.
InstanceSegmentationSD / SemanticSegmentationSDDeterministic colors from integer IDs; preserve the original IDs for any data inspection.
DiffuseAlbedoSDUse the RGBA8 path for 8-bit output, or apply a display transfer to linear floating-point color.

When HDR is exposed as uint16 containing fp16 bits, reinterpret those bits as half floats before tone mapping. Likewise, normals or distances exposed as packed uint32 need float-bit reinterpretation. Numeric integer conversion or scaling the integer value is not a decoder. Follow the selected output's reported layout and SDK contract; prefer GPU conversion in the interactive path when the output supports it.

Keep exposure and distance ranges stable while viewing an AOV so animation or camera motion does not make the visualization flicker. Expose manual/automatic range choices when users need them, and label axial versus radial depth accurately. On conversion failure, keep the last valid image and report the failed choice; use a validated fallback only with matching active-state UI.

Lighting-contribution views

For diffuse, glossy, transmission, caustic, or custom light-path views, first read OVRTX's current LPE documentation and linked examples. Upstream owns expression syntax, output limits, supported render modes, and completeness constraints such as radiance-cache contributions. Request only the needed outputs and present them through this same AOV path.

Treat LPE outputs as linear HDR radiance in the reported rendering color space. Reuse a stable, declared exposure/tone/display transform; retain unmodified floating-point values for numerical comparisons. A scene with no matching paths can legitimately produce a black contribution image. Validate with a scene known to exercise the requested transport, not solely with changed menu state.

UI and messages

Use the standard streaming envelope:

{"event_type":"changeAOVRequest","payload":{"aov":"NormalSD"}}

Source-name IDs are convenient for a single product with unique source names. For duplicate sources or multiple products, extend the app protocol to carry the full product/RenderVar identity instead of collapsing those outputs.

EventBehavior
getAvailableAOVs → availableAOVsResultReturn validated choices with IDs and labels.
changeAOVRequest → activeAOVStateValidate the requested choice; acknowledge the applied state or report rejection.
Initial connection, scene load, availability changePush available choices and authoritative active state.

Keep a requested choice pending until its matching output has been rendered, mapped and converted successfully into an owned display buffer. Then commit the active mode and image together and settle that exact request ID. Keep status broadcasts separate from request completion. Fence replies by scene and request identity so superseded choices cannot overwrite newer intent.

On failure or timeout, reject the matching request and preserve the accepted mode/image; conversion into scratch storage must not corrupt the last good buffer. Settle pending requests on scene replacement or disconnect too. Apply empty availability lists so stale choices disappear, and update the label when an explicit fallback is accepted. Preserve camera and selection state across AOV changes.

Verify the feature

Switch among the requested views while orbiting and selecting objects. Check channel order, normals, distance labels/ranges, and readable HDR highlights. Switch scenes and reconnect the browser: removed outputs must disappear, the active choice must match the displayed image, and the same video track should continue. A failed map/conversion must not submit uninitialized pixels.

Processed GPU outputs

For custom post-processing, chained resources or lens sampling, read SPG processing. For stylized image passes, technical/X-Ray geometry strokes or explicit full wireframe, continue to stylized visualization. Present the actual published processed output through this viewer's existing owner and transport; a menu selection or display conversion alone does not implement the effect.

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

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Download ZIP

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