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/gl-viewport-overlay/example-gizmo.md
Example: Transform Gizmo Walkthrough
This walkthrough adapts the shared transform gizmo behavior from the Python ovui, WebRTC overlay, and Tauri SHM paths into a C++ ImGui overlay shape. Use it as an implementation recipe for a C++ overlay.
1. Define Interaction Types
GizmoTypes.h contains small types that do not depend on OpenGL or USD:
namespace ovui {
enum class Tool { Translate, Rotate, Scale };
enum class Axis { None, X, Y, Z, XY, XZ, YZ, XYZ };
struct AxisHit {
Axis axis = Axis::None;
float distance_pixels = std::numeric_limits<float>::max();
float depth = 0.0f;
};
struct DragState {
bool active = false;
Tool tool = Tool::Translate;
Axis axis = Axis::None;
Vec2 last_pointer;
Vec3 origin_world;
Vec3 axis_world;
float pixels_per_world_unit = 1.0f;
};
}The same pattern works for other overlays. A measurement tool might replace
Axis with EndpointId; an annotation tool might use PinId.
2. Project Handles to Screen
GizmoMath.h provides projection helpers used by both hit testing and drag
math:
ovui::Vec2 screen = ovui::project_to_screen(
handlePositionWorld,
viewProjection,
{0.0f, 0.0f, float(viewportWidth), float(viewportHeight)});Use the ovrtx projection parameters here. If hit testing uses a different FOV than rendering, the highlighted axis will not match the visible mesh.
3. Hit Test the Gizmo Before Camera Input
TransformGizmo::handle_pointer checks hover and drag state and returns whether
the gizmo consumed the event:
ovui::PointerEvent pointer;
pointer.position = pointerInViewport;
pointer.delta_pixels = pointerDelta;
pointer.primary_down = mouseDown;
pointer.primary_pressed = mousePressed;
pointer.primary_released = mouseReleased;
bool consumed = gizmo.handle_pointer(pointer, cameraState, viewport);
if (!consumed) {
orbitCamera.handle_pointer(pointerInViewport, pointerDelta);
}This first-refusal pattern is what prevents transform edits from fighting camera orbit.
4. Translate with Incremental Deltas
The final translate behavior uses current-frame mouse deltas and a refreshed pixels-per-world-unit value:
float pixelsPerUnit = compute_pixels_per_world_unit(
camera,
drag.origin_world,
viewportHeight,
verticalFovRadians);
float units = dot(pointer.delta_pixels, drag.axis_screen) / pixelsPerUnit;
transform.translation += drag.axis_world * units;
drag.pixels_per_world_unit = pixelsPerUnit;The earlier absolute-delta approach looked plausible but drifted under perspective projection because the screen scale changed during the drag.
5. Render Meshes with GL 3.3 Core
gizmo_gl.h owns the procedural rendering path:
renderer.drawCylinder(axisShaftMesh, model, axisColor);
renderer.drawCone(axisArrowMesh, arrowModel, axisColor);
renderer.drawTorus(rotationRingMesh, ringModel, ringColor);
renderer.drawCube(scaleHandleMesh, cubeModel, handleColor);The shader uses Phong-style lighting so rings, cones, and cubes read as 3D objects instead of flat UI strokes:
vec3 normal = normalize(v_normal);
vec3 lightDir = normalize(u_light_dir);
float diffuse = max(dot(normal, lightDir), 0.0);
vec3 color = u_color.rgb * (0.35 + 0.65 * diffuse);
fragColor = vec4(color, u_color.a);6. Composite Into the ovrtx Texture
The renderer attaches the ovrtx output texture to a framebuffer:
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, outputTexture, 0);
glViewport(0, 0, viewportWidth, viewportHeight);Before drawing, it applies the Y-flipped projection:
ovui::Mat4x4 projection = makeOvrtxProjection(viewportWidth, viewportHeight);
projection.m[1][0] = -projection.m[1][0];
projection.m[1][1] = -projection.m[1][1];
projection.m[1][2] = -projection.m[1][2];
projection.m[1][3] = -projection.m[1][3];The overlay pass runs after ovrtx frame upload and before ImGui displays the texture.
7. Keep the Gizmo Stable on Screen
The gizmo model scale is tied to camera distance and FOV:
float gizmoScale =
distance(camera.position, gizmo.origin) *
std::tan(verticalFovRadians * 0.5f) *
kGizmoScreenFraction;This gives Blender/Unity-style handle behavior: zooming changes scene detail without making the editor control unusably large or small.
8. Write USD Transforms During Drag
The viewer owns USD authoring. The gizmo only reports transform changes:
if (gizmo.is_dragging()) {
writePrimTransform(selectedPrimPath, gizmo.target_transform());
}Write continuously during drag so ovrtx updates the rendered scene in real time. When the drag ends, keep the final authored value and release pointer capture.
9. Launch From the Asset Directory
USD stages often reference assets with relative paths such as materials/ and
textures/. Launch the viewer with CWD set to the stage asset directory that
contains those folders, matching the stage file's relative asset layout. If the
model appears untextured after adding the overlay, check CWD before debugging
rendering code.
Reusing This Pattern
For a measurement overlay:
Replace axes with endpoints and a segment.
Hit test projected endpoint markers.
Drag endpoints with incremental screen-to-world deltas.
Render line geometry and endpoint handles into the ovrtx texture.
For annotation pins:
Project pin anchors into screen-space.
Give pins first priority on click and drag.
Render leader lines in GL and text in ImGui.
Keep USD metadata writes behind callbacks.
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