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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/newton-physics/README.md

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

Newton Physics in a Realtime Viewer

Use Newton with ovnewton when a viewer needs continuous simulation of rigid bodies, articulations, or deforming geometry. The application owns the simulation clock; ovnewton connects the model to OVStage and does not step the solver. Read realtime-sim-integration for frame scheduling, asynchronous work, and capture lifetime, and interaction-round-trip for user control of simulation.

Use Newton's documentation and examples for model construction, asset import, solvers, and tuning. Use the selected ovnewton package's examples for its binding API and dependencies for acquisition. This reference defines the viewer adapter rather than duplicating engine APIs. For OVPhysX integration, see physics-simulation.

Before implementing this adapter, check the selected cohort through the ovnewton dependency gate. Resolve compatibility from the selected public bridge release and validate its simulation and renderer paths before enabling controls. Keep controls unavailable when that combination is incompatible or unvalidated. A compatible package set does not by itself qualify viewer or XR integration.

Model, stage, and opening state

Choose the source of the simulation model before attaching:

  • Stage-first: parse delivered USD physics content. Check that the resulting model supplies the topology and solver-specific data the selected solver needs.

  • Model-first: construct or import a Newton model, then provide a matching USD stage for rendering. Reuse the asset's geometry instead of replacing it with primitive proxies unless that is the requested visualization.

Map simulated bodies to absolute prim paths in model.body_label, with the physics schemas and joint prims required by the binding. Validate the mapping at attachment, including any joint labels that resolve as USD paths. When a workflow requires external schema fallbacks, register the owning package's schemas before population; use ovstage-population for registration.

Preserve the intended opening state across attachment. A binding may synchronize model state from the stage, so a generated stage must agree with the model's opening pose. Reconcile generalized coordinates and body poses using the selected Newton model's FK/IK path before stepping. Choose the authoritative representation from the model's origin, rather than guessing from whether an array contains zeros.

Author stage units and up axis explicitly. Convert geometry, gravity, collision margins, inertia, control targets, and camera framing consistently. Solver coefficients have different physical dimensions; use the solver's unit contract instead of multiplying every parameter by one scale factor.

The application adapter

Keep the scene declaration separate from the runtime. A scene supplies its model, solver factory, visual mapping, and optional controller. The runtime owns:

  • model and state buffers, solver, controls, and contacts;

  • the ovnewton binding and renderer transform publisher;

  • the fixed simulation clock, publication ordinals, and stage generation;

  • run, pause, step, reset, and attachment status exposed to the UI.

Keep simulation controls unavailable until the scene and runtime are compatible. A lightweight availability check can explain missing packages or physics content before a user presses Play; it should not attach or mutate the live stage.

The following uses application-owned adapter methods, not ovnewton API names:

def tick(runtime, frame_dt):
    runtime.drain_inputs()  # camera, animation, control; active generation only
    completed = runtime.harvest_completed_step()  # nonblocking; None if pending
    if completed is not None:
        if not runtime.poses_are_finite(completed):
            runtime.pause_with_error("Simulation produced invalid poses")
        else:
            runtime.accept_simulation_snapshot(completed)

    # One transform model composes camera, animation, gizmo, and accepted poses.
    updates = runtime.compose_frame_updates(frame_dt)
    if updates:
        ordinal = runtime.next_ordinal()
        runtime.write_frame_updates(updates, ordinal).wait()
        runtime.stage.advance_write_floor(ordinal).wait()
        runtime.committed_ordinal = ordinal
    runtime.render_committed(runtime.committed_ordinal, frame_dt)
    if runtime.running:
        runtime.enqueue_steps_within_budget(frame_dt)

The update composer retains the last accepted simulation pose while processing camera and animation changes on every tick. Writers participate in the owner's transaction; they do not allocate ordinals or advance the floor themselves. Use prim-transform-safety for the concrete OVStage matrix writer.

Harvest only completed GPU work; use the producer's stream/event contract before CPU readback. Batch publication, then enqueue the next simulation work so the renderer can overlap it where supported. Bound catch-up work to preserve input responsiveness. Publish an initial held pose at attachment. Render the latest committed snapshot while physics is paused or pending so camera and UI updates remain independent of simulation progress.

Publish renderer-visible state

Treat physics data and renderer transforms as separate outputs of the adapter. Inspect the installed binding's output contract: publishing velocities or omni:fabric:worldMatrix alone does not author the renderer's local transform.

Publish omni:xform through OVStage using the matrix semantic and layout in ovstage-data-plane. Newton rigid body poses use position plus xyzw quaternion; convert them to USD's row-vector matrix convention with translation in row 3. Convert world poses into the body's parent space before the local transform write. Preserve authored scale and reflection; rigid poses alone do not contain them. Use prim-transform-safety for transform composition.

Source poses from the public simulation state, such as state.body_q, rather than private binding buffers. Publish each body's transform once; child geometry inherits it. Scope optional telemetry writes to actual consumers.

Use one ordinal allocator. Complete all transform and deformation writes for a snapshot before advancing the floor, then render that ordinal. Feed user edits into physics deliberately; do not blindly import the latest stage state every frame and consume the simulation's own published poses as new input.

Interaction, reset, and rebuild

Queue impulses and control changes to the runtime owner. Update host-side controllers before the solver substeps, outside any captured CUDA graph. For per-substep control, use an engine-supported device-side path. Keep simulation time separate from publication counters so dropped display frames do not change the controller's trajectory.

Reset both state buffers, velocities, controller state, and solver history through the selected solver's reset API. Define whether Reset restores the authored pose or a warmed-up opening pose, save that snapshot consistently, and publish it before showing the app as reset.

Changes to body/joint counts or labels require a new binding and matching output storage. Solver or substep changes may invalidate capture. On scene replacement, stop new work, drain device operations, release the old publisher and binding, and ignore results from the previous stage generation. Keep a non-captured path so graph capture remains an optional optimization.

Deforming geometry

Map simulation outputs to the corresponding USD attributes: mesh points, point positions, or PointInstancer positions/orientations/scales. Author the renderable topology and materials at scene setup. Publish related arrays coherently: mesh topology must agree with points; instancer indices and per-instance arrays must agree with instance count; primvar interpolation must match the data.

Write deformation and rigid transforms for the same simulation snapshot at the same publication ordinal. Keep source CPU/GPU storage alive until writes finish. When counts or topology change, rebuild the affected bindings and verify the rendered result; do not infer resizing support from an accepted buffer write.

Validate the integration

Compare the opening, moving, paused, and reset poses in the actual viewer. Check that the selected body responds to input, render and physics poses agree, and scene changes retire old work. Measure simulation, publication, rendering, and input latency separately on the target scene and GPU. Use repeated runs with solver-appropriate tolerances for nondeterministic behavior.

For tracked-hand grasps, remote holds and cable pulls in XR, read XR physics interaction.

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

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip