Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
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
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip 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
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/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.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present 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.
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references/cae-cfd-visualization/glyphs.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Glyphs (Vector Arrows via UsdGeomPointInstancer)
Triggers
Use this reference to render a vector field as oriented glyphs
representation (CaeVizGlyphsAPI). Trigger terms: glyphs, vector arrows, arrow glyphs,
velocity arrows, UsdGeomPointInstancer, point instancer, orient by velocity, scale by
field, cone/arrow prototype, quiver, hedgehog plot, show the flow direction, glyph the
velocity field.
Scope: sampling a vector field at points and authoring one oriented, field-scaled, field-colored prototype per sample. Getting the field arrays is in data-and-operators.md; lighting/colormap material is in usd-authoring-and-materials.md; up-axis rotation is in coordinate-systems-and-up-axis.md. This is pure USD geometry — no new renderer path, no warp operator required (you already have the vectors).
For a portable smoke test, generate a small regular point grid with a known vector field (for example, circular flow around the origin). Assert that the authored arrays have matching instance counts and capture a rendered frame from the app's normal render path.
The shape of it
A UsdGeomPointInstancer places one prototype (an arrow — the simplest renderable is a
UsdGeomCone with axis = "Z") at each sample point. Per instance you author:
point3f[] positions— the sample points (display up-axis).int[] protoIndices— which prototype (all0for a single arrow prototype).quath[] orientations— a half-precision quaternion(w, x, y, z)rotating the prototype's local axis (+Zfor a Z-axis cone) onto the unit velocity direction.float3[] scales— per-instance(girth, girth, length); growlengthwith|V|.color3f[] primvars:displayColor(interpolation = "vertex")— one color per instance from the colormap of|V|(see caveat below).rel prototypes = [ <path/to/Arrow> ]— the prototype prim(s), conventionally under a childScope "proto"so they are not themselves drawn.
Building the per-instance arrays (numpy)
Sample the field (subsample for a legible glyph count — a few thousand), then compute the
orientation quaternion from +Z to each velocity direction. This is a rotation about the
axis z × v̂ by the angle acos(z · v̂), with a fallback axis for the (anti)parallel case.
import numpy as np
pos = coords[sel] # (N,3) display up-axis (rotate Z-up→Y-up first)
vel = V[sel] # (N,3) same rotation applied
mag = np.linalg.norm(vel, axis=1)
vhat = vel / np.where(mag > 1e-12, mag, 1.0)[:, None]
z = np.array([0.0, 0.0, 1.0]) # cone axis = "Z"
dot = np.clip(vhat @ z, -1.0, 1.0)
axis = np.cross(np.broadcast_to(z, vhat.shape), vhat)
alen = np.linalg.norm(axis, axis=1)
axis = np.where(alen[:, None] > 1e-8,
axis / np.where(alen[:, None] > 1e-8, alen[:, None], 1.0),
np.array([1.0, 0.0, 0.0])) # fallback for parallel/antiparallel
half = np.arccos(dot) * 0.5
quat = np.column_stack([np.cos(half), axis * np.sin(half)[:, None]]) # (N,4) w,x,y,z
diag = float(np.linalg.norm(pos.max(0) - pos.min(0)))
girth = diag * 0.006
length = girth * 2.0 + (mag / mag.max()) * (diag * 0.05)
scales = np.column_stack([np.full_like(length, girth),
np.full_like(length, girth), length])Two things that bite:
orientationsisquath(half float), component order(w, x, y, z)— real part first. Getting the order wrong points every arrow the wrong way.Rotate the vectors, not just the points, into the display up-axis. If the solver data is Z-up and the scene is Y-up, apply the same
(x, y, z) → (x, z, -y)toVthat you apply tocoords, or the arrows point in physically wrong directions (coordinate-systems-and-up-axis.md).
The USD (authored as a string, published through OVStage)
def PointInstancer "Glyphs"
{
point3f[] positions = [ (x0,y0,z0), ... ]
int[] protoIndices = [ 0, 0, ... ]
quath[] orientations = [ (w,x,y,z), ... ]
float3[] scales = [ (g,g,l), ... ]
color3f[] primvars:displayColor = [ (r,g,b), ... ] (interpolation = "vertex")
rel prototypes = [ </Session/Glyphs/proto/Arrow> ]
def Scope "proto"
{
def Cone "Arrow" (prepend apiSchemas = ["MaterialBindingAPI"])
{
double height = 1.0
double radius = 0.5
uniform token axis = "Z"
rel material:binding = </Session/Looks/GlyphMat>
}
}
}Bind a UsdPreviewSurface whose diffuseColor reads the displayColor primvar (the same
material pattern the surfaces use — see
usd-authoring-and-materials.md). The path tracer renders
unlit geometry black, so author a dome + distant light as usual. Note the primvar
metadata (interpolation = "vertex") goes after the value, or the inline USDA fails to
parse.
Per-instance color caveat (verified, still rough)
primvars:displayColor (interpolation = "vertex") sized to the instance count is delivered
per instance and colors most glyphs correctly. In the reference render a subset of
instances render magenta — ovrtx's missing-material fallback (magenta is not a viridis
color) — accompanied by a benign Ill-formed SdfPath <> warning. Treat per-instance color
as working but not yet hardened. If you hit the magenta fallback, options in order of
preference:
Bind the colormap material at the
PointInstancerlevel as well as on the prototype.Fall back to a single constant color (
interpolation = "constant", one RGB) and encode magnitude throughscaleslength only — always robust.Split into a few PointInstancers, one per colormap band, each with a constant color.
Magnitude is always legible through arrow length regardless of the color path, so a constant-color instancer is a safe default when fidelity of per-instance color matters less than never showing a fallback.
Interactive updates
Glyph arrays are ordinary attributes on a persistent prim, so a moving cutting plane or a
changed field updates them the same way streamlines do: prefer data-plane array writes
(positions/orientations/scales/displayColor) over a structural rebuild — see
driving-cae-viz-via-ovstage.md. As with curve widths,
if the instance count changes, re-publish the arrays together at one ordinal; per-vertex
metadata that goes stale against a new count is rejected by RTX.
See also
data-and-operators.md — get the vector field arrays.
usd-authoring-and-materials.md — colormap material + lights.
coordinate-systems-and-up-axis.md — rotate points and vectors.
driving-cae-viz-via-ovstage.md — live array writes on a persistent prim.
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
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or NVIDIA.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip