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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/experience-quality.md

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

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

A usable, polished and responsive XR viewer

Use this reference for a user-facing XR editor, spatial panels, toolbelt or visual-quality work. A minimal stereo probe need not implement an editor. Start with the assembly map for construction; this reference supplies the experience and acceptance contract. These are application design choices, not widgets supplied by OVXR.

Compose the experience before adding controls

For an editor, a useful starting layout is one hierarchy/properties surface, a compact toolbelt, and a collapsible settings surface. Keep the primary scene and active tool target unobstructed. Do not open every debug control by default. Reuse the user's visual language where supplied; otherwise define a small shared theme for background, elevated surface, text, muted text, accent, hover, selected, pending and error. Share these semantic tokens across raster panels and analytic chrome, not necessarily their rendering implementation.

Use consistent padding, corner radii, icon strokes, type sizes and row rhythm. Keep secondary metadata subordinate to labels. Use opaque or sufficiently backed text surfaces against both bright passthrough and dark scenes; global translucency is not a substitute for contrast. Distinguish hover, selected target and active manipulation with shape/outline or a label as well as color. Selection need not repaint a whole panel if a coherent analytic highlight can represent it. Keep visible text and hit regions tied to the displayed revision.

Place each surface once in its declared LOCAL or world anchor; do not silently turn a world panel into a head-following HUD. Give movable windows a permanent rounded grab bar below the content, with a gap and separate hit ID. Keep enlarged hit bounds clear of adjacent controls. Offer an explicit restore/recenter action for lost panels, canceling active capture before relocation. Never recenter automatically in the middle of a drag or teleport.

One optional starting geometry is a 0.96 x 0.48 m panel, a bar 70% of its width, 0.034 m high and 0.018 m below it. These are tunable layout examples, not headset ergonomic limits. Choose placement, scale and text size for the actual working distance; evaluate seated/standing use and the requested clients separately. Use spatial interaction for anchor math, hit testing and capture; do not reproduce that math in a theme component.

Make gestures discoverable without another gesture menu

When using the editor gesture mapping, expose a short contextual hint or help surface with the actual bindings:

  • Right pinch shows the selection ray; a fresh left pinch selects its UI/scene hit. With no selection ray/capture, left pinch holds teleport preview.

  • During teleport, right pinch cancels. Both hands must open before a new left pinch can start another teleport. No cancel edge also selects an object.

  • Select a window's bar, then close an eligible hand into a fist to move it. Opening releases immediately; selecting a scene prim clears the panel target.

  • Wrist swing/translation aims teleport; twist relative to pinch start changes facing. Show that facing on the landing marker, using the same accepted yaw that the eventual commit consumes.

Do not require the palm-up menu when it conflicts with the headset shell. Controller hints come from the active action profile, not hand-gesture labels or an assumed Quest/PSVR mapping. Hide unsupported actions or show an actionable unavailable reason. Brief tracking/query uncertainty can retain a bounded preview, but must visibly distinguish it from a valid landing and must not authorize movement. See landing acceptance.

Make pinch strength/release, hold grace, twist gain, smoothing and reach gain tunable with units and validation. The filtering recipe provides no-jump, reversible reach gain and timestamped One Euro math. An optional panel preset uses 1:1 motion through 5 cm, smoothly reaching 3x at 20 cm; it is displacement gain, not velocity or inertia. Do not require larger physical movements to conceal a wrong coordinate conversion.

Sharpness is a per-surface budget

Keep logical layout, physical size and raster size independent. Use actual fonts and vector icons; package their licensed assets and test missing-font behavior. For a front-facing width W at distance d, angular width is 2*atan(W/(2*d)); use that plus projected eye coverage to choose raster density, then verify in the headset. A desktop PNG alone cannot establish legibility. Bound raster dimensions and resolution changes; add hysteresis if adapting to distance so small hand movements cannot trigger repeated reallocations.

Diagnose text, toolbar silhouettes, gizmo edges and texture minification separately using Skia/Yoga and depth tools. Increasing the stage-panel raster does not smooth a separately drawn toolbelt. Keep padded analytic edge coverage, premultiplication and depth behavior consistent. Test transparent margins over passthrough and scene intersections at oblique angles. Do not use full-eye blur, disable foveation, or increase all eye resolutions as an unmeasured UI repair.

Budget actual bytes: a 2048 x 1024 RGBA8 image is 8 MiB before staging/retired copies. Bound total active surfaces, queued revisions and GPU retirement, not only one texture. Pose-only motion does not regenerate or upload the raster. Use the bounded worker so hover and settings changes do not stall the XR owner. Optional decorative effects must fit the same budget; do not add per-frame large-canvas repainting for an animated highlight.

Accept the complete experience

Use one representative scene plus purpose-built alpha/depth/material fixtures. User-provided content is not a required asset bundled with the skill. For each requested feature, record three separate outcomes: functional, visual, and performance. None implies the other two.

StoryFunctional and visual proofPerformance observation
Open/connectHonest warmup/waiting status, first stereo pixels and head motionSeparate shader warmup from connected steady state
Read and inspectReadable stage labels, coherent property selection, toolbar icons/edges sharp at working distance and oblique anglesBounded hierarchy work; no unchanged-raster upload
Select A then BOne action replaces A; outline, tree, properties and gizmo agreeBounded active query and no repeated stage traversal
Select bar and fist-moveDistinct selected bar, no jump, useful reach, stable motion; selecting a prim clears the barPose-only updates, no text repaint; measure drag-active tails
Aim/turn/cancel/commit teleportTranslation and swing remain live while twist changes facing; uncertain targets cannot commit; both-open rearm worksPreview and final async query deadlines; no same-frame GPU wait
Cross scene/tool/UI edgesCorrect scene occlusion; gizmos over scene, covered UI above gizmos; no dark alpha fringeCount depth-policy draws/passes and worst-case screen coverage
Enable passthrough/settingsDark opaque geometry stays opaque; background alpha, glass/cutout/matte fixtures behave as configured; controls acknowledge applied stateMatched per-option comparisons, not all options toggled together
Mirror, loss and reconnectMirror reports stale/unavailable honestly; capture cancels; same authoritative selection/policy recoversMeasure mirror demand separately; no second XR render owner

Choose a target frame rate and acceptable frame-time/latency budget for the client, GPU and scene; do not promise a universal FPS. Measure median and tail owner-frame intervals with idle, hover, drag and teleport, plus compositor and mirror lanes as in performance. Preserve visual configuration in comparisons. If quality and budget conflict, report the measured tradeoff rather than silently reducing image quality or hiding work.

Finish with spatial validation. Inspect actual captures, label mirror/emulator/headset evidence correctly and record unavailable measurements. A passing API call, unit test or FPS average does not prove a beautiful, comfortable or responsive headset experience.

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