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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/ovxr-composition-ui/README.md

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

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

Projection-Integrated Spatial UI

Triggers

Use this reference for OVXR/OpenXR panels, controller callouts, transform gizmos, movable window chrome, CloudXR spatial UI, Skia/Yoga surfaces, or UI that must remain crisp and world locked inside an OVRTX scene.

Use projection-integrated spatial UI for the product capability. It describes UI drawn into the submitted primary projection without the ambiguity of "injected UI." Use in-place primary-projection compositor for the Vulkan implementation.

Read the focused references needed by the feature:

Choose A Presentation Policy Per Surface

Do not force every surface through one backend. Keep a renderer-independent, revisioned document and choose presentation from its spatial contract.

PolicyBest forImportant tradeoff
Primary projectionWorld panels, gizmos, tooltips, chrome that need scene depth and CloudXR reprojectionMust match each eye's projection, depth, foveation domain, and frame time
OVRTX renderer tailScene-native geometry and tools when a supported renderer seam existsBest scene integration, but do not invent a private renderer hook
Additional OpenXR layerIntentional HUD or always-on-top contentA quad has no per-fragment projection depth and may not share streamed reprojection
Client-native surfaceMaximum text fidelity on a controlled clientRequires a proven anchor transform, reconnect convergence, and explicit occlusion policy

The primary-projection path is the default when a surface must occlude and be occluded by the streamed OVRTX scene. An additive quad is not a safe fallback for that contract. Hide the surface and report the failed boundary instead of silently changing it to head locked or always on top.

Preserve Ownership

OVRTX / OVStage          scene, authoritative transforms, selection
OVXR                     session, frame loop, spaces, predicted timing
UI model                 semantic nodes, revisions, actions
Yoga + Skia              layout, hit bounds, retained RGBA
OpenXR integration       primary-image lifetime and final composition
CloudXR/runtime/client   transport, runtime foveation, display

Keep one OVXR-owned OpenXR session and frame loop. A composition integration may defer release of the exact primary color/depth images, draw once, release each image exactly once, and forward the original projection. It must not call xrWaitFrame, xrBeginFrame, or create a competing projection owner.

Keep the semantic surface independent from presentation:

SpatialSurfaceDocument
  id, documentRevision, presentationPolicy
  anchor { stagePath | localPose | trackingPose }
  physicalSizeMeters, rasterSize, occlusionPolicy, visibility
  nodes[] { stableId, role, bounds, labelOrIcon, style, action }
  hitRegions[]

Raster revision and pose revision are separate. Moving a panel, tooltip, or gizmo must not rerasterize or upload unchanged pixels.

SDK composition boundary

Read the library composition-integration skill. The release supports borrowed Vulkan handles and additional native composition layers. Use the SDK integration boundary for viewer-owned resources and retained UI. Match the release submit signature; additional layers and Vulkan access do not supply primary scene-depth composition.

Build Workflow

  1. Define a revisioned, renderer-independent surface document and semantic action protocol.

  2. Establish one stage-world/tracking/OpenXR LOCAL conversion and test it with nonidentity anchors, stage units, and up axes.

  3. Build one Yoga tree for both painting and hit bounds; rasterize real fonts and icons with Skia off the XR thread.

  4. Publish immutable image and pose revisions through copied, bounded ABIs.

  5. Intercept only the matching primary projection images and validate their color/depth subimages and acquisition state.

  6. Clip and project each surface independently for each eye, then map through the proven submitted foveation domain.

  7. Submit bounded scissored in-place batches per eye with attachment LOAD/STORE; account for depth-policy splits and do not copy full eyes.

  8. Sample VIEW, grip, aim, and panel interaction against an explicit LOCAL space and the exact submitted display-time contract.

  9. Route semantic selection and transform actions through the authoritative OVStage/OVRTX services.

  10. Validate math and lifecycle without hardware, then correlate telemetry with decoded or headset pixels on the intended client.

Fail Closed

Omit the spatial draw for a frame when the image lifecycle, synchronization, depth convention, projection mapping, foveation domain, or pose-time contract is unknown. Reusing the last complete retained UI generation is acceptable; blocking the XR thread or guessing a coordinate domain is not.

Do not disable foveation, add a visual filter, perform a full-eye unwarp/copy, or change world UI to a head-locked quad to conceal a math defect.

Completion Gates

  • User USD files remain unmodified; generated surfaces live in viewer-owned session/runtime state.

  • One owner steps OVRTX, submits OpenXR frames, and publishes transform batches.

  • Primary color/depth subimages, per-eye FOVs, foveation domain, and display time are correlated for the same frame.

  • Stable raster revisions cause no texture upload; pose-only updates remain bounded.

  • No primary full-eye copy, same-frame fence wait, stage traversal, or frame-rate logging exists in the steady path.

  • A panel miss continues to scene interaction; captured UI input never leaks.

  • Focus, tracking, owner, session, stage-generation, and transport loss cancel capture and hide stale controller-attached UI.

  • Hardware-free tests cover asymmetric eyes, nonzero subimages, clipping, depth conventions, foveation mapping, interaction capture, and reconnect.

  • Live pixels prove world lock, edge stability, depth, readability, tooltip and gizmo visibility, and selection convergence. Submission telemetry alone is not visual proof.

Standalone construction

Start with library-only compositor for the application-owned OpenXR layer, measured tracking-to-LOCAL conversion, full anchor scale, and explicit rectilinear/PQW gates. Use spatial surfaces, telemetry contract, and validation gates for current implementation contracts. OVXR supplies the XR session and frames; these UI modules must be implemented by the application.

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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