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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/native-picking-selection/README.md

Native Picking And Selection

Triggers

Use this skill for native picking, native selection, enqueue_pick_query_async, ovrtx_enqueue_pick_query, ovrtx_set_pickable, SelectionGroupStyle, SelectionFillMode, ovrtx_set_selection_outline_group, click picking, or marquee selection.

Use this as the primary ovrtx reference for viewport picking and selection feedback. It replaces the older segmentation-buffer GpuPicker, CPU ray/AABB fallback, ID mapping, and Warp outline workflows.

For ovrtx picking, selection, path dictionary, or C API behavior beyond this reference, read references/dependencies for acquisition guidance and supplemental dependency documentation.

Before copying a named Python or C API symbol from this reference, inspect the current upstream ovrtx AGENTS.md, relevant skills/, matching examples, and public API documentation or headers. Treat names, signatures, pick-result layout, and mapped-buffer behavior below as validation targets; adapt to the installed API when they differ.

First Rules

  • Picking uses native pick queries: Renderer.enqueue_pick_query() in Python and ovrtx_enqueue_pick_query() in C/C++.

  • Pickability uses native renderer helpers: Renderer.set_pickable() in Python and ovrtx_set_pickable() in C/C++.

  • Selection visuals use native selection groups and renderer styles: SelectionGroupStyle, SelectionFillMode, Renderer.set_selection_group_styles(), Renderer.set_selection_outline_group_strings(), OVRTX_CONFIG_SELECTION_OUTLINE_ENABLED, ovrtx_set_selection_group_styles(), and ovrtx_set_selection_outline_group().

  • Native picking, pickability, and selection outlines are renderer-owned interaction surfaces. Runtime transforms, material/effect attributes, visibility toggles, and physics poses are OVStage-owned feature writes.

  • EffectLayer material faders are not selection highlighting in this workflow.

  • Do not scaffold GpuPicker, cpu_picking.py, seg_outline.py, or Warp outline systems in new ovrtx apps.

Renderer Setup

Enable native outlines when the renderer is created:

import ovrtx


config = ovrtx.RendererConfig(
    selection_outline_enabled=True,
    selection_outline_width=4,
    selection_fill_mode=ovrtx.SelectionFillMode.GROUP_FILL_COLOR,
)
renderer = ovrtx.Renderer(config=config)

renderer.set_selection_group_styles({
    1: ovrtx.SelectionGroupStyle(
        outline_color=(1.0, 0.6, 0.0, 1.0),
        fill_color=(0.0, 0.0, 0.0, 0.0),
    )
})

In C/C++, use the config entry/key for OVRTX_CONFIG_SELECTION_OUTLINE_ENABLED, the selection outline width and fill mode config entries, then call ovrtx_set_selection_group_styles() for runtime group colors.

Renderer-level outline enablement, width, and fill mode are creation-time settings. Recreate the renderer to change them. Group colors are runtime state.

Pickable Flags

Set pickability whenever the app changes the selectable set. This is a renderer-native exception to the OVStage data-plane rule because it controls which prims the OVRTX pick pass should consider. Pass renderer path IDs (for example, decoded pick-hit IDs), not paths from a different dictionary:

def set_pickable(renderer, prim_path_ids: list[int], enabled: bool) -> None:
    renderer.set_pickable(prim_path_ids, enabled)

Pickability is separate from selection state. A prim can be pickable without being selected, and selected paths should be cleared or updated independently when the selectable set changes.

For canonical strings, use renderer.set_pickable_strings(paths, enabled) and renderer.set_selection_outline_group_strings(paths, group). These remain renderer-owned operations when attached to OVStage.

Single-Click Pick

Convert UI coordinates to RenderProduct pixels, then normalize them to [0, 1] top-left-origin RenderProduct coordinates. Enqueue the one-pixel-equivalent rectangle before the renderer step that should consume it:

def click_pick(renderer, render_product_path: str, x: int, y: int, width: int, height: int, ordinal: int) -> list[str]:
    renderer.enqueue_pick_query(
        render_product_path=render_product_path,
        left_ndc=x / width,
        top_ndc=y / height,
        right_ndc=(x + 1) / width,
        bottom_ndc=(y + 1) / height,
        flags=ovrtx.OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO,
    )
    products = renderer.step(
        render_products={render_product_path},
        delta_time=1.0 / 60.0,
        ordinal=ordinal,
    )
    frame = products[render_product_path].frames[0]
    return decode_pick_paths(renderer, frame)

Renderer.enqueue_pick_query() waits until the query is registered and returns no result payload. Renderer.enqueue_pick_query_async() instead returns an operation whose wait() confirms registration. In both APIs, consume results from the next step that renders that RenderProduct. Do not add ovrtx_pick_hit to USD orderedVars: the query produces that synthetic render var automatically for that step. Look it up by the synthetic name rather than an authored RenderVar path.

Associate each queued pick with the displayed RenderProduct and stage generation. Enqueue, render, and decode against that same product; discard the result if its scene was replaced before the UI receives it.

C/C++ ovrtx_enqueue_pick_query() returns enqueue status; it does not return pick results.

For an attached OVStage renderer, ordinal must be the render owner's latest committed ordinal. Queueing UI input does not create a second render loop or an independent pick step.

Marquee Selection

Marquee selection is the same API with a larger normalized rectangle. Convert its inclusive pixel bounds to left_ndc, top_ndc, right_ndc, and bottom_ndc, where the right and bottom edges are just past the last included pixel. Apply replace/add/subtract selection semantics after the paths are decoded.

Decode Pick Results

Native pick results arrive as the synthetic OVRTX_RENDER_VAR_PICK_HIT render var on the step that consumed the query:

import numpy as np
import ovrtx


def decode_pick_paths(renderer, frame) -> list[str]:
    pick_var = frame.render_vars[ovrtx.OVRTX_RENDER_VAR_PICK_HIT]
    mapping = pick_var.map(device=ovrtx.Device.CPU)
    try:
        magic = int(np.from_dlpack(mapping.params["magic"]).reshape(-1)[0])
        version = int(np.from_dlpack(mapping.params["version"]).reshape(-1)[0])
        hit_count = int(np.from_dlpack(mapping.params["hitCount"]).reshape(-1)[0])
        prim_path_ids = np.from_dlpack(mapping["primPath"]).copy().reshape(-1)
    finally:
        mapping.unmap()

    if magic != ovrtx.OVRTX_PICK_HIT_MAGIC or version != ovrtx.OVRTX_PICK_HIT_VERSION:
        raise RuntimeError("Unexpected ovrtx pick-hit schema")

    paths = []
    seen = set()
    for prim_path_id in prim_path_ids[:hit_count]:
        path = renderer.resolve_prim_path_id(int(prim_path_id))
        if path and path not in seen:
            paths.append(path)
            seen.add(path)
    return paths

The click example requests OVRTX_PICK_FLAG_INCLUDE_TRACKED_INFO for surface hit data from a one-pixel query. Path-only selection can omit the flag. Follow the upstream picking skill and pick-result semantics for result tensors, first-hit handling, and marquee restrictions.

Selection Groups

Assign selected prims to non-zero groups and clear old selection with group 0. Selection outline groups are renderer feedback state; keep them native OVRTX and do not replace them with material/effect or Fabric attribute writes:

def write_selection_groups(renderer, groups_by_path: dict[str, int]) -> None:
    if groups_by_path:
        renderer.set_selection_outline_group_strings(
            list(groups_by_path),
            [groups_by_path[path] for path in groups_by_path],
        )

The corresponding C/C++ calls are renderer-only, stream-ordered operations:

uint8_t selected_groups[selected_count];  /* fill with 1 */
uint8_t previous_groups[previous_count];  /* fill with 0 */
// Clear first so prims retained in the new selection are selected again.
ovrtx_set_selection_outline_group(renderer, previous_path_ids, previous_count, previous_groups);
ovrtx_set_selection_outline_group(renderer, selected_path_ids, selected_count, selected_groups);

Use group IDs consistently across the app:

GroupMeaning
0Cleared / no outline
1Primary selection
2Secondary selection or marquee preview
3Hover, when supported

End-To-End Update Pattern

def apply_pick_result(hit_paths: list[str], mode: str = "replace") -> None:
    old_mesh_paths = set(selection.mesh_paths)

    if mode == "add":
        selection.paths = sorted(set(selection.paths) | set(hit_paths))
    elif mode == "subtract":
        selection.paths = sorted(set(selection.paths) - set(hit_paths))
    else:
        selection.paths = list(hit_paths)

    selection.mesh_paths = expand_to_descendant_meshes(selection.paths)

    writes = {path: 0 for path in old_mesh_paths - set(selection.mesh_paths)}
    writes.update({path: 1 for path in selection.mesh_paths})
    write_selection_groups(renderer, writes)

    message_handler.send_message("stageSelectionChanged", {"prims": selection.paths})

Tree/sidebar selection should call the same selection-state function as viewport picking. Keep the selected tree path separate from the expanded mesh paths used for visual outlines.

If selection drives another feature, dispatch a command after the canonical selection state is updated. The feature manager should write through the OVStage runtime owner and publish the write before the renderer consumes it:

apply_pick_result(...)
  -> write_selection_groups(...)      # native OVRTX outline state
  -> send stageSelectionChanged
  -> queue_feature_update(selected_paths)
  -> OVStage write at ordinal N
  -> renderer update_from_stage/step consumes N

Do not put material faders, visibility toggles, transform animation, or OVPhysX pose samples into the native picking helper.

UI Coordinate Contract

  • Convert browser CSS pixels, framebuffer pixels, or native window pixels into RenderProduct pixels before enqueueing a query.

  • For streamed viewers, account for object-fit: contain letterboxing.

  • For local viewers, account for widget scaling and image placement.

  • Reject clicks outside the rendered image unless marquee selection should clamp to the image bounds.

  • Use a drag threshold so small pointer movement still counts as a click.

  • Do not run click selection after an orbit/pan/zoom drag.

Lifecycle

On scene load or switch:

  1. Pause picking while reset/load is in progress.

  2. Clear pending pick requests and selected paths.

  3. Populate and publish the new stage and render product, then complete the renderer update from that publication before applying native prim state.

  4. Reapply pickable flags for the new stage.

  5. Reapply selection group styles if the renderer was recreated.

  6. Clear stale selection groups with group 0 when previous prim paths are still valid; otherwise discard the old runtime set.

  7. For same-scene recomposition that preserves selection intent, mark its groups dirty and reapply them after the completed renderer update, before rendering.

  8. Resume picking after the render product is producing valid frames.

Compatibility Paths

InstanceSegmentationSD picking, GpuPicker, CPU ray/AABB fallback, learn_mapping, isolation discovery, runtime bbox ID repair, and Warp segmentation outlines are compatibility paths. Keep them only for explicit compatibility needs or custom post-process overlays. They are not the ovrtx native path.

Troubleshooting

  • No pick hit: verify the query is registered before the matching renderer.step() and that its rectangle uses normalized RenderProduct coordinates. Do not add the synthetic pick-hit var to USD orderedVars.

  • Wrong object selected: verify letterbox/scaling conversion and click-vs-drag handling.

  • Sidebar or tree clicks move the camera, pick unexpectedly, or make the video appear to jump: gate server on_input behind a setViewportInputActive message from the React shell, disable it for DOM controls, and cancel active camera interaction when disabled.

  • Video disappears or shifts after selection/property updates: keep the viewport container layout-stable with constrained flex/grid tracks, min-height: 0, overflow: hidden, and a pinned #remote-video using object-fit: contain.

  • Empty path string: resolve the path ID and discard empty paths before updating selection.

  • No outline: verify renderer outline config, group styles, and non-zero groups assigned through set_selection_outline_group() or set_selection_outline_group_strings().

  • Fill color missing: verify SelectionFillMode.GROUP_FILL_COLOR or the equivalent C fill mode.

  • Picking fails on a multi-GPU system: pin the picking RenderProduct to CUDA-visible GPU 0 with deviceIds = [0]. See also: viewer-input-routing, object-selection, selection-feedback, stage-hierarchy, camera-controls, streaming-messages, streaming-server, local-viewer, stage-management.

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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