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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/dependencies/README.md

Dependencies

Triggers

Use for viewer setup, a library upgrade, native SDK builds, or an installation or compatibility failure. Choose the delivery path first so setup includes only the libraries the app needs.

Resolve Once For The App

Read nvidia-runtime.md for package sources, supported combination selection, and upstream API/build guidance. Preserve an existing manifest unless an upgrade is requested; write newly resolved versions into the app's manifest/lockfile. Keep package locations and acquisition instructions here rather than repeating them in feature references.

NeedRead next
Baseline environment setupquick-setup.md
Renderer setupovrtx.md
Streaming/native transport contractovstream.md
Browser UI dependenciesfrontend.md
Electron SHM setupelectron-shm.md
OVXR SDK setup and upstream library guidanceovxr.md
Skia and Yoga for spatial UIskia-yoga.md
Python UI, OpenUSD workers, GPU arrayslocal-openusd-gpu.md
Environment checks and diagnosticsenvironment-validation.md
Windows-specific setupreferences/windows-native-setup/README.md

Use the selected release's upstream guidance for exact package/API requirements. An installed package or cached checkout is useful when it matches that release; it is not evidence of latest compatibility. Revisit upstream when upgrading or when an API fails, rather than refreshing every dependency on every prompt. When an API remains uncertain, inspect the matching installed signatures or type declarations and retain a focused probe result with the app's evidence.

Before expanding the app, verify the selected renderer/stage combination and one displayed or decoded frame in its real shell. Keep setup diagnostics and resolved package identities in application evidence, not in feature skills.

CAE/CFD Visualization Libraries

This is the single acquisition source for the two domain libraries the cae-cfd-visualization reference family depends on. Every doc in that family points here by role instead of repeating package locations inline. Refer to them by role, not by URL, so the prose survives a rename or a repository move:

  • the warp-simdata GPU operator library — NVIDIA Warp kernels that build an in-memory Dataset from renderable arrays and run the visualization operators (element_faces / iso_surface / slice / streamlines / points / voxelization), with CPU and CUDA execution. The CAE family uses its dataset, field and operator APIs.

  • the cae-openusd-plugins USD reader/schema library — a read-only SdfFileFormat plugin plus OmniSci (Cae*/OmniSci*) schemas that expose CGNS / OpenFOAM / VTK / EnSight / FLASH files as composed USD prims with data-on-demand field arrays. Use it with Warp SimData's USD adapters for native file ingestion; raw-array workflows can use Warp SimData without OpenUSD.

These libraries are public on GitHub. This section is the single source of truth for their acquisition — the family docs point here rather than repeating URLs.

Library (role)AcquisitionGuidance
warp-simdata (GPU operator library)NVIDIA/warp-simdataDiscover agent guidance and skills if present; otherwise start with its README. Follow the selected release's installation guidance, changelog, and task-specific API docs. For input ownership and cache lifetime, read datasets and fields; for native-file adapters, read the OpenUSD API. Verify these default-branch entry points against the app's resolved release.
cae-openusd-plugins (USD reader/schema library)NVIDIA-Omniverse/cae-openusd-pluginsBefore setup, read its current AGENTS.md, skills/, README, build/install, plugin-registration, and compatibility guidance. Use its usage guide and time mapping for registration and native-file reads; see cae-cfd-visualization/cae-data-ingestion.md for viewer integration.

Rules:

  • Do not duplicate these acquisition URLs or version pins in the cae-cfd-visualization family docs. Point back to this section.

  • This section is the single route to current upstream setup guidance. Do not duplicate acquisition commands, version pins, build flags, or plugin paths in this package.

  • Let each upstream repository define its supported CUDA/Warp or USD/runtime compatibility set; validate the selected combination before building an app.

USD BRep: Public Solid Modeling Dependency

Use NVIDIA-Omniverse/usd-brep for exact BRep modeling, tessellation, and BrepArray USD interchange. Before setup or implementation, read the selected revision's AGENTS.md, discover its repo-local skills (currently .agents/skills/), and follow its operation router and docs. Start with its README.md and tools/pyproject/README.md for public artifacts, platform support, native prerequisites, and compatibility. Upstream owns installation and build procedures; do not reuse early-access archives, private solidmodeling checkouts, Packman paths, or fixed prerelease versions.

The public distribution is usd-brep on PyPI, imported as usd_brep; operation groups include primitives, booleans, fillets, and usd. _omni_solid is the source-checkout API, not a drop-in spelling for the packaged API. Resolve the artifact against current upstream guidance and record its version and platform in the app manifest. Verify exports against that artifact's stubs before coding.

The reviewed package requires CPython 3.12 and bundles OpenUSD without importing pxr. It exchanges stages as files. Loading a second build of the same bundled OpenUSD version is unsupported; different-version coexistence demonstrated by upstream is not proof of compatibility with OVRTX/OVStage. Use a separate worker when interpreter or native runtime compatibility is unverified. Do not add a separate OpenUSD install to the modeling environment merely to import this wheel. Follow upstream for validation extras and Windows runtime prerequisites.

For styles with explicit feature/hidden lines, use the OVRTX SPG path in SPG processing and line compositor delivery. This path needs no ModernGL, EGL context, or host framebuffer readback. Only when intentionally retaining an existing legacy ModernGL adapter, read the optional dependency and preflight in local-openusd-gpu.md.

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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