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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/cae-cfd-visualization/data-and-operators.md

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

CAE/CFD Data And Operators

Triggers

Use this reference for CAE/CFD data ingestion and GPU visualization operators: warp_simdata, warp-simdata, cae-openusd-plugins, CGNS, OpenFOAM, VTK/VTU/VTI, EnSight, FLASH, SIDS, create_dataset, element_faces, iso_surface, slice, streamlines, element_connectivity, element_type (CGNS codes), TETRA_4/HEXA_8/TRI_3/MIXED, isosurface, planar slice, external faces, streamline seeds, or turning a .npz/CGNS mesh into a renderable surface/curve set.

Scope of this doc: get CAE solver data into a renderable warp_simdata.Dataset, then run operators and read back geometry + fields. Downstream USD authoring, colormap baking, and OVStage/ovrtx rendering are covered by the rendering references.

The general pattern (before the specifics)

However your data arrives — CGNS, OpenFOAM, VTK/VTU, EnSight, FLASH, a .npz of arrays, raw numpy in memory, in-memory solver output, or a streamed buffer — the goal is always the same: get it into a warp_simdata.Dataset (or the renderable arrays that back one), then run operators and read geometry + fields back. The routes below (the .npz SIDS builder and the native-file USD adapters in cae-data-ingestion.md) are examples of that pattern. Whatever gets you node coordinates, element connectivity + type, and per-node/element field arrays onto the GPU will feed the same operators.

Libraries

Referred to by role so the prose survives a rename or repository move. Acquisition (both are public on GitHub) is centralized in references/dependencies/README.md (CAE/CFD Visualization Libraries); do not duplicate install steps or URLs here.

  • the cae-openusd-plugins USD reader/schema library — read-only USD ingestion. Registers an SdfFileFormat plugin plus OmniSci (Cae*/OmniSci*) schemas that expose CGNS / OpenFOAM / VTK / EnSight / FLASH files as composed USD with data-on-demand field arrays (arrays are not read until an operator pulls them). Use this when the app should reference solver files directly as USD prims. Use the registered plugin and Warp SimData USD adapter flow in cae-data-ingestion.md.

  • the warp-simdata GPU operator library — the GPU operator stack (NVIDIA Warp kernels). Builds an in-memory Dataset from raw arrays and runs element_faces / iso_surface / slice / streamlines / points on it. Supports CPU and CUDA execution. This doc's operator examples use CUDA.

Import guard (so the package still imports without CUDA/warp):

def available() -> bool:
    try:
        import warp, warp_simdata  # noqa: F401
        return True
    except Exception:
        return False

npz Array Schema (CGNS-coded)

One convenient ingestion route — used here as the worked example — is a NumPy .npz of CGNS-coded arrays. It is an example of the general pattern above, not a required format: any source that yields these same arrays feeds create_dataset identically. Load with allow_pickle=False. If an app needs to make such a file, implement a small converter that normalizes its source format to the schema below; keep that converter with the app.

keyshape / dtypemeaning
coords(N,3) float32node positions (also accepts split coords_0/1/2 or x/y/z)
element_connectivityflat int, 1-BASEDnode ids per element, CGNS ordering (e.g. 8/hex, 4/tet, 3/tri)
element_type(1,) intCGNS SIDS type code: 5=TRI_3, 10=TETRA_4, 17=HEXA_8, 20=MIXED
element_range(2,) int64[1, nElem]
<field>(N,) or (N,3) numericper-node scalar or vector solution field

MIXED (20) sections carry a start_offsets array (per-element type/offset table); prefer single-type sections (TRI_3 / TETRA_4 / HEXA_8) unless you specifically handle MIXED.

Build A SIDS Volume Dataset

import numpy as np, warp as wp
from warp_simdata import Field
from warp_simdata.data_models.sids import unstructured as ug
from warp_simdata.fields import AssociationType

wp.init()  # idempotent; safe to call every load

npz  = np.load(npz_path, allow_pickle=False)
coords = np.ascontiguousarray(npz["coords"], dtype=np.float32)          # (N,3)
et   = int(np.asarray(npz["element_type"]).ravel()[0])                  # CGNS code
conn = np.ascontiguousarray(npz["element_connectivity"]).astype(np.int32)  # flat, 1-BASED
er   = np.asarray(npz["element_range"]).astype(np.int64).ravel()

ds = ug.create_dataset(
    grid_coords=wp.array(coords, dtype=wp.vec3f, device="cuda:0"),
    element_type=et,
    element_range=wp.vec2i(int(er[0]), int(er[1])),
    element_connectivity=wp.array(conn, dtype=wp.int32, device="cuda:0"),
)

Attach solution fields (skip coord and id/index arrays — they are not physical fields):

N = coords.shape[0]
for k in npz.keys():
    if k in {"coords", "element_type", "element_connectivity", "element_range"} or _is_id_like(k):
        continue
    arr = np.asarray(npz[k])
    if arr.shape[0] != N or not np.issubdtype(arr.dtype, np.number):
        continue
    if arr.ndim == 1:                                   # scalar, per node
        v = np.ascontiguousarray(arr, dtype=np.float32)
        ds.add_field(k, Field.from_array(wp.array(v, device="cuda:0"), AssociationType.NODE))
    elif arr.ndim == 2 and arr.shape[1] == 3:           # vector, per node
        v = np.ascontiguousarray(arr, dtype=np.float32)
        comps = [wp.array(np.ascontiguousarray(v[:, i]), device="cuda:0") for i in range(3)]
        ds.add_field(k, Field.from_arrays(comps, AssociationType.NODE))   # 3 component arrays

_is_id_like(name) excludes ids/id/index/indices, *_id, and any name containing element. Color a vector by magnitude with a synthetic "<vec>|mag" name computed in numpy (np.linalg.norm(vec, axis=1)); add_field itself takes only scalar or 3-component vector fields.

Native files without an intermediate archive

Use cae-data-ingestion.md to open EnSight or CGNS through registered CAE OpenUSD Plugins and load the selected prim with warp_simdata.usd.dataset_from_prim. Load fields separately at the same time code, preserve their association, and pass the resulting dataset to a supported operator. Keep the SIDS array factory above for sources that already provide CGNS-coded arrays; it is not a native-file reader.

Operators

Each compute(...) returns a Dataset. Read geometry off result.handle and fields off result.get_field(name).

h   = result.handle
pts    = h.points.numpy().reshape(-1, 3)          # (M,3) float32   — all operators
counts = h.face_vertex_counts.numpy().ravel()     # per-face vertex counts — surface/iso/slice
idx    = h.face_vertex_indices.numpy().ravel()    # flat face indices     — surface/iso/slice
cvc    = h.curve_vertex_counts.numpy().ravel()    # per-curve vertex counts — streamlines
vals   = result.get_field(name).data.numpy()      # per-vertex field (guard with result.get_field_names())
operatorimportcalloutputfield-on-result
external facesfrom warp_simdata.operators import element_faceselement_faces.compute(ds, external_only=True)faces (points/face_vertex_counts/face_vertex_indices)gather source field via the result's node_idx field: src_vals[result.get_field("node_idx").data.numpy().astype(int)]
isosurfacefrom warp_simdata.operators import iso_surfaceiso_surface.compute(ds, field, value, field_names=[field])facescontoured on field at value; field_names=[...] scalars are interpolated onto the surface, read via get_field
planar slicefrom warp_simdata.operators import slice as slice_opslice_op.compute(ds, origin, normal, field_names=[name])facesorigin/normal are 3-tuples; requested field_names transferred onto the cut, read via get_field
streamlinesfrom warp_simdata.operators import streamlinesstreamlines.compute(ds, vfield, seeds, initial_dt=0.1, min_dt=0.01, max_dt=0.3, max_steps=200, direction="both")curves (points/curve_vertex_counts)color by the per-vertex "times" field (1:1 with points)
points—none (use ds coords directly)point cloudcolor by any source node field directly

external_only=True keeps only boundary faces. direction is forward | backward | both. Streamline seeds are a second dataset:

import warp as wp
from warp_simdata.data_models.custom import point_cloud
seeds = point_cloud.create_dataset(wp.array(seed_pts, dtype=wp.vec3f, device="cuda:0"))  # seed_pts (S,3)

Minimal End-To-End (npz → dataset → external faces → arrays)

import numpy as np, warp as wp
from warp_simdata import Field
from warp_simdata.data_models.sids import unstructured as ug
from warp_simdata.fields import AssociationType
from warp_simdata.operators import element_faces

wp.init()
npz = np.load("data/cube_swirl.npz", allow_pickle=False)   # HEXA_8 volume + 'speed', 'V'
coords = np.ascontiguousarray(npz["coords"], dtype=np.float32)
conn   = np.ascontiguousarray(npz["element_connectivity"]).astype(np.int32)  # 1-based
er     = np.asarray(npz["element_range"]).astype(np.int64).ravel()

ds = ug.create_dataset(
    grid_coords=wp.array(coords, dtype=wp.vec3f, device="cuda:0"),
    element_type=int(np.asarray(npz["element_type"]).ravel()[0]),
    element_range=wp.vec2i(int(er[0]), int(er[1])),
    element_connectivity=wp.array(conn, dtype=wp.int32, device="cuda:0"),
)
speed = np.ascontiguousarray(npz["speed"], dtype=np.float32)
ds.add_field("speed", Field.from_array(wp.array(speed, device="cuda:0"), AssociationType.NODE))

surf = element_faces.compute(ds, external_only=True)          # boundary surface
h = surf.handle
pts    = h.points.numpy().reshape(-1, 3)
counts = h.face_vertex_counts.numpy().ravel()
idx    = h.face_vertex_indices.numpy().ravel()
node_idx = surf.get_field("node_idx").data.numpy().astype(np.int64)
face_speed = speed[node_idx]                                  # source field gathered onto surface verts
# pts/counts/idx/face_speed now feed the USD authoring + colormap path.

Gotchas

  • Connectivity is 1-BASED. element_connectivity uses CGNS 1-based node ids. A portable converter may remap through 0-based indexes internally, but must add +1 before calling create_dataset. Do not pass 0-based ids to create_dataset.

  • Volumetric reps need a volume. element_faces / iso_surface / slice / streamlines require volumetric cells (TETRA_4 10, HEXA_8 17, MIXED 20). A TRI_3 (5) surface dataset is already a boundary mesh — it can only do points and (identity) element_faces; iso/slice/streamlines have no interior to cut or integrate.

  • wp.init() is idempotent. Call it at the top of every load; repeated calls are safe.

  • Exclude id/coord arrays from fields. Coord components and element_*/id/index arrays are geometry/topology, not solution fields — attaching them pollutes the field list and breaks coloring. Filter with _is_id_like and the coord-key set.

  • allow_pickle=False. npz files saved with pickled object arrays (some legacy exports) will raise on load; only plain array npz is accepted.

  • Read fields defensively. Check name in result.get_field_names() before get_field(name); iso/slice/streamlines only carry the fields you request via field_names (or the always-present times/node_idx). A vector result field is (M,3) — take its magnitude for scalar coloring.

  • Device consistency. Keep grid_coords, element_connectivity, field arrays, and seed points on the same Warp device (e.g. "cuda:0").

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

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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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