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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/library-only-compositor.md

Constructing a compositor with libraries and skills

This is an implementation plan for code your application owns. OVXR supplies neither a panel renderer nor the custom native layer described here. Required inputs are the installed OVXR/OVStage/OVRTX contracts, OpenXR loader/API-layer headers, Vulkan headers/loader, and a shader compiler. Do not depend on a sample checkout, Kit extension, private controller asset, or an undocumented OVXR callback. If these native build inputs are unavailable, report that dependency; a successful OVXR context alone cannot provide projection-depth UI.

When replacing the high-level render call with explicit SDK frames, use the SDK backend recipe. This preserves the native compositor and retained UI while keeping exactly one begin/bind/submit owner.

Components to implement

ComponentInput → output and lifetime
Retained documentStable node IDs, text/layout and document revision → RGBA atlas plus hit rectangles; upload only changed revisions.
Interaction routerOne immutable, owned controller snapshot and LOCAL rays → hover/capture/action; UI ownership runs before scene tools.
PlacementFixed LOCAL pose, or world pose + active anchor + measured reference-space mapping → LOCAL surface pose/extents.
Application native ABIRevisioned document/placement updates → copied native state; getter returns measured mapping and telemetry.
OpenXR API layerBorrowed projection/swapchains → in-place color/depth draw and unchanged forwarded projection.
Vulkan compositorRetained texture, per-eye vertices and source attachments → bounded scissored batches per eye, with an explicit budget for depth-policy splits; bounded reusable slots.

Keep the ABI explicit: use fixed-width fields, size/version tags, documented quaternion order and units, and copy caller arrays before returning. Resolve optional exports individually and reject incompatible required fields. Do not pretend an absent composition-mode or auxiliary-pose field was accepted. A mapping record needs valid flag, source-space identity, session generation, frame counter, display time, quaternion XYZW and translation XYZ in metres. Support explicit session selection if the layer can host multiple sessions.

Native layer wiring

Use native build/discovery for compilation units, exports, manifest and process-local activation. Use projection math and pass synchronization for the implementation behind the ownership outline below.

Build a shared library and an OpenXR API-layer manifest naming that library and the negotiated layer name. Implement loader negotiation using openxr_loader_negotiation.h, xrCreateApiLayerInstance, and your xrGetInstanceProcAddr. Advance the loader-provided next-info chain when creating the downstream instance; retain downstream dispatch per instance. Forward unhandled functions without substituting global handles.

Intercept session creation/destruction, reference spaces, swapchain creation/destruction/enumeration/acquire/wait/release, and xrEndFrame.

At each intercepted xrCreateSwapchain, retain the actual format, usage flags, sample count, dimensions and array size. In-place composition requires XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT on the color image and XR_SWAPCHAIN_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT on the depth image; transfer usage alone is insufficient. Configure the producer to request these usages or, where permitted, copy and augment the create info before downstream creation. Confirm runtime acceptance and record the resulting contract. Creating a new Vulkan image view cannot add missing image usage. If attachment creation or the required depth extension/submission policy is unsupported, report depth-aware UI unavailable before claiming that feature works; do not silently replace it with always-on-top layers. A non-UI pass-through mode may still submit the original unmodified scene.

Obtain the Vulkan device and queue from the session graphics binding; do not create a second device or OpenXR session. Track each acquired image by swapchain and index. Defer only eligible, already-waited primary image releases until the corresponding end-frame composition, then forward each release exactly once, including skipped/error paths. Unsupported image formats, protected content, missing depth, or unavailable resources skip UI and retain normal application submission. Preserve all original layer chains and views.

Create an identity LOCAL reference space during intercepted session setup. At end frame, inspect the actual projection space, display time, per-eye pose/FOV, subimage and depth chain, then locate that source relative to LOCAL at the submitted display time even when drawing is gated. Making mapping availability depend on visible UI creates a readiness deadlock.

If placement is converted before bind, implement an application-owned getter that actively calls downstream xrLocateSpace for the borrowed source and owned LOCAL at plan.predicted_display_time. Return a copied mapping with source handle, session/reference-space generation, target time and validity. Do not label the previous frame's end-frame cache as a current-frame mapping. Alternatively retain world-space placement until the layer converts it at end frame using that frame's measured mapping. Cache reuse requires matching source/session/time provenance; invalidate on reference-space change, recenter or session replacement. The getter is not an OVXR export. Match its source to the runtime's borrowed xr_space before applying it to OVXR tracking input.

The core OpenXR operation is ordinary documented API use:

// session and source are borrowed; local was created for this same session.
XrSpaceLocation location{XR_TYPE_SPACE_LOCATION};
XrResult result = nextLocateSpace(source, local, displayTime, &location);
const XrSpaceLocationFlags required =
    XR_SPACE_LOCATION_POSITION_VALID_BIT |
    XR_SPACE_LOCATION_ORIENTATION_VALID_BIT;
bool valid = XR_SUCCEEDED(result) &&
    (location.locationFlags & required) == required;
// On valid: copy location.pose, source, displayTime, session generation.
// On invalid: invalidate the cache; never substitute an estimated eye height.

Render using the application's Vulkan queue and correct attachment layouts, access barriers and queue ordering. LOAD both attachments, blend covered color, and resolve the producer depth encoding alongside the chained range. Never CPU-wait for your same-frame submission. Reuse a slot only after its prior fence signals; if none is ready, skip UI. Flush deferred releases before forwarding downstream xrEndFrame; do not invoke a second OVXR render or OpenXR frame loop. See the detailed compositor contract.

Placement and reference-space math

Use one explicit row-vector convention below (transpose consistently if your math library uses columns). Let B convert OpenXR metres/Y-up to stage units/up axis, A be the active SDK managed anchor, and M the measured tracking-to-LOCAL rigid transform in metres:

world = trackingMetres * B * A
localMetres = world * inverse(B * A) * M

For an affine world surface, transform its origin with homogeneous w=1 and its tangent axes with w=0. Axis lengths give physical LOCAL extents; normalize the axes for orientation. This preserves positive uniform user scale exactly once. Reject singular/nonfinite matrices and unsupported shear instead of discarding scale through a rotation-only inverse. Normalize transformed ray directions; transform their origins as points. Transform controller aim, grip, head-facing basis and any head position into the same LOCAL space. Native poses already located in LOCAL bypass this conversion.

A fixed LOCAL default panel bypasses world conversion entirely. For an explicit world anchor, recompute placement when the effective active matrix or mapping changes, including a changed spawn base with unchanged navigation revision. Pending managed-anchor acceptance is not frame-latched placement. With the convenience path, read active state after a successful frame for subsequent placement. With split frames, use the frame mapping latched at begin and the intended display-time mapping, following frame/input scheduling. Update placement once per changed value without rerasterizing the document. Invalidate on missing source prim, tracking loss or context replacement.

Image domain and lifecycle

For required depth-aware UI, create the context with depth_submission_policy=ovxr.FeaturePolicy.REQUIRED, and verify the negotiated depth extension and per-view depth chains before enabling the compositor. AUTO may omit unsupported depth and cannot establish the required feature. The attachment usage gate above is separate from depth negotiation. For the convenience schedule, SDK frame ownership remains intact: poll input/control work on the owner thread, perform serialized live anchor/resolution updates, call OVXR render, then consume its successful-frame state. With after-frame input sampling, the next projection consumes that snapshot; carry its time/epoch instead of claiming same-frame sampling. With split frames, begin supplies predicted timing and the README-defined frame mapping; convert input after begin and publish eligible placement before bind renders. Preserve sample and mapping provenance. Do not call OVRTX step again for UI.

No-PQW acceptance requires explicit DISABLED local foveation, negotiated local foveated rendering false, negotiated foveated submission false, and valid per-eye extents. Unknown booleans are not false. Other modes require consistent actual per-eye metadata from the submitted projection. A mirror's unwarped readback flag says nothing about the submitted projection domain. See foveation math.

Live managed-anchor changes and documented resolution updates do not recreate OVXR. Create-time descriptor changes refresh its context: invalidate borrowed handles, mapping caches, captures and input epochs, then bind the new session and republish retained document/placement. CloudXR service restart is a separate transport lifetime and requires reconnect. Stop callbacks/consumers before native teardown. Destroy only spaces/resources your layer created; OVXR owns its borrowed session and frame state. Retire outstanding GPU resources safely at teardown, rather than carrying their handles into a new device/session.

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)
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