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/dependencies/environment-validation.md
Environment And Validation
Environment Variable Summary
Set before any ovrtx work:
export OVRTX_SKIP_USD_CHECK=1Set when renderer plugins or MDL libraries do not resolve:
export OVRTX_BIN_PATH="$(python3 -c 'import ovrtx, os; print(os.path.join(os.path.dirname(ovrtx.__file__), "bin"))')"
export OVRTX_CUDA_RUNTIME_DIR="$(find "$OVRTX_BIN_PATH/plugins" -type f -name 'libcudart.so.12' -printf '%h\n' -quit)"
export LD_LIBRARY_PATH="${OVRTX_CUDA_RUNTIME_DIR:+$OVRTX_CUDA_RUNTIME_DIR:}$OVRTX_BIN_PATH/plugins${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"Use nvidia-runtime.md for current NVIDIA runtime acquisition
locations. Do not keep separate ovstream source URLs or cache controls here.
Set only when an ovstream install cannot locate SDK libraries automatically:
export OVSTREAM_LIB_PATH=/absolute/path/to/ovstream/native/libsSet for a selected desktop UI under a known display; headless ovui overlays follow their own upstream initialization and export contract:
export DISPLAY=${DISPLAY:-:0}Set when the default home cache is not writable:
export XDG_CACHE_HOME="$PWD/.cache"
export CUDA_CACHE_PATH="$PWD/.cache/cuda"
export __GL_SHADER_DISK_CACHE_PATH="$PWD/.cache/gl"
export npm_config_cache="$PWD/.cache/npm"Verification Checklist
Run these checks after installation:
Confirm GPU and driver are visible with
nvidia-smi.Confirm Python is the expected interpreter inside the virtual environment.
Confirm
OVRTX_SKIP_USD_CHECK=1is set before renderer imports.Confirm
ovrtximports and renderer construction succeeds on the target GPU.Confirm
OVRTX_BIN_PATHresolves to the installed ovrtxbindirectory when plugin resolution fails.Confirm
pxrimports only in the selected query subprocess unless the exact renderer-process import path has been verified for the selected wheels.If a
pxrworker is generated, confirm itsusd-corerelease is compatible with the selected runtime package set and that it imports in the worker environment.If OVStage is selected, confirm
ovstageimports and the app can create or attach the runtime stage path required by the selected viewer architecture.If OVPhysX is selected, follow
nvidia-runtime.md→ ovphysx for both schema providers and the unchangedhello_worldsmoke test in its intended environment. Then validate the selected shared-stage or worker integration; a passing upstream CPU example does not establish GPU or viewer readiness.Confirm
ovstream.initialize()andovstream.shutdown()work for streaming Omniverse Realtime Viewers.For Warp GPU paths, follow
nvidia-runtime.md→ Warp and CUDA compatibility: verify a usable CUDA device, a small allocation/kernel with synchronization, and the intended conversion or physics path. Record build/driver identity; import or CPU-only success is insufficient.Confirm
@nvidia/ov-web-rtcappears innpm lswhen building a browser streaming frontend.If the app imports local viewer UI components, confirm
frontend/src/viewer-ui/exists and exports the referenced components andViewerBackendtypes.If the app uses ovui, follow its selected package's bootstrap and import checks for desktop UI or server-side headless overlays. For overlays, also verify transparent headless export through
viewport-overlays; an import alone does not validate composition. On Linux, if the import reportslibcudart.so.12, discover the CUDA 12 runtime beneath$OVRTX_BIN_PATH/pluginsand retry with that directory on the subprocess library path.Confirm
.cache/is writable when running in containers, CI, or shared environments.
For generated browser-streamed viewers, add these readiness checks before reporting completion:
Start the Python server from the generated run wrapper or equivalent command.
Wait for
/healthzto return200 ok; if it does not, capture the server log.Confirm the log contains a first-frame message after a valid BGRA8 CUDA mapping or completed required conversion into the app-owned BGRA stream buffer. RGBA8 outputs require RGBA-to-BGRA conversion; already-BGRA8 outputs must not be swizzled again.
Run the frontend build and browser smoke check only after the server runtime proof above has passed or has produced a concrete failure report.
Failure Mode Index
Wrong Python package index: a runtime install fails or finds no matching distribution. Use the selected package source and compatible wheel set in runtime dependencies; check interpreter/platform tags and resolver output before changing indexes.
Incorrect ovstream acquisition: use the current PyPI package source in
nvidia-runtime.md.Platform mismatch: wheel is unavailable or native import fails. Confirm OS, architecture, Python version, GPU driver, and package wheel tags.
Import order issue: USD registry,
_tf, duplicate debug symbol, or MDL resolver errors. SetOVRTX_SKIP_USD_CHECKand follow the selected rendering import discipline. Attached OVStage apps register OVRTX schema paths before constructing or populating the stage; isolate unverifiedpxrconsumers in a subprocess.OVStage/OVPhysX bridge mismatch: missing
ovstage_*bridge symbols duringPhysX.attach_ovstage(stage, read_ordinal=...). Use the bounded OVPhysX worker path instead of calling OVPhysX in the parent viewer process.Native library path issue:
CRenderApi, MDL, ovstream native, or plugin load failures. SetOVRTX_BIN_PATH, dynamic library path, orOVSTREAM_LIB_PATHas appropriate.GPU access issue: renderer or streaming initialization fails despite successful imports. Verify
nvidia-smi, container GPU devices, driver support, RTX cores, and NVENC.Display issue: local desktop UI cannot open a window. Verify
DISPLAYand X server availability.Cache permission issue: Warp, CUDA shader caching, GL shader caching, or npm fails under
~/.cache. Set project-local cache paths and ignore.cache/.Frontend registry issue: npm cannot resolve the NVIDIA package. Check package spelling, the
@nvidiaregistry in your npm configuration, lockfile, and proxy configuration.Local viewer UI issue: TypeScript cannot resolve
ViewerBackend,StageTree,Inspector, or related local viewer UI imports. Generatefrontend/src/viewer-ui/fromviewer-backend-interface, or update imports to the app's actual local module path.
See also: ovrtx-rendering, local-viewer, streaming-server, streaming-client, stage-hierarchy, and windows-native-setup.
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