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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/spatial-interaction.md

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

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

Spatial Anchoring And Interaction

Convert Stage Space To OpenXR

Use the full-scale row-vector contract from spatial surfaces. Let B convert tracking metres/up-axis into stage units/up-axis, A be the active managed anchor, and M the measured tracking-space-to-LOCAL transform at the projection display time:

local = world * inverse(B * A) * M

Transform origins as points and tangent axes as vectors; tangent lengths define physical extents. Preserve positive uniform anchor scale through inversion. Reject unsupported shear rather than silently stripping scale. A fixed-LOCAL panel bypasses this conversion; a stage-anchored surface does not. Tracking space may be STAGE or LOCAL_FLOOR, so the inverse anchor alone is not LOCAL.

Test translation and rotation with non-identity tracking anchors. Record the resulting local pose. Do not infer offset signs: project the quad and inspect a live capture. Keep row-vector USD math separate from column-vector WebXR math.

Use LOCAL for stage-attached UI. Use VIEW only when deliberately head locked.

Publish an unconfigured world panel's authoritative LOCAL pose before eye or frame telemetry arrives. Do not derive its initial visibility or position from the first head sample, a desktop camera, or a tracking anchor that has already been applied. A face-the-viewer policy updates the stored LOCAL orientation; it does not change the surface to VIEW space or recompute its translation from each eye.

Hit The Oriented Quad

Transform the controller ray into quad-local coordinates. Intersect local z=0; reject parallel, behind-ray, and out-of-bounds hits. Calculate:

u = hitX / width + 0.5
v = 0.5 - hitY / height

Convert accepted UVs to raster pixels, then test Yoga-generated bounds.

Own Pointer State

miss -> no UI ownership; continue to the scene layer
hover -> target only
press -> capture hovered target
drag -> retain capture
release -> finish the captured node's activation policy
focus/session loss -> cancel and rearm

Use separate analog press and release thresholds to avoid chatter. When the UI owns a hit or capture, consume that controller's scene-select event.

Use native OpenXR aim/select actions by default. Use an opaque data channel only for extra client metadata or when the client contract explicitly requires it.

Sample VIEW, grip, and aim against the same explicit LOCAL reference space at the exact display time submitted to xrEndFrame. If an adapter receives that time after the high-level render helper returns, latch the coherent input snapshot for the following projection frame and label both times. Do not extrapolate an assumed next time from the display period.

Grip drives controller-body geometry; aim drives rays, tooltips, and pointer hit testing. A visual model calibration may move the model asset but must never rewrite either measured pose. One model locator can determine translation, not rotation. Author a rotational correction only from a documented model basis or at least three non-collinear measured correspondences with repeatable live evidence. Reject acquisition windows whose samples have not settled rather than calibrating to the first tracked pose.

Route selection through one authoritative service:

UI row activation (press for immediate-selection rows)
  -> semantic select-prim action
  -> runtime selection
  -> OVRTX native outline
  -> refreshed UI selection state

Define an outline policy for non-renderable Xform or Scope selections. Keep the canonical logical selection while resolving explicit descendant renderable prims for the OVRTX outline; do not silently replace the selected path.

Window chrome retains ray capture while moving and publishes only a newer surface pose revision. Controller callouts and transform gizmos are pose-only analytic surfaces in the same per-eye draw as the panel. Give gizmo picking a larger analytic hit volume without enlarging its visible geometry. Depth-test gizmo parts against each other; an always-on-top scene policy may bypass scene depth, but must still preserve self-occlusion.

Persistent grab bars and selection

A permanent highlighted grab bar is a selectable manipulation target, distinct from direct-drag chrome and ordinary buttons. Keep hover, selected target, and active drag separate. A select edge chooses the bar; the normal transform gesture then captures that panel with its current hand-to-panel offset. The pointer need not remain over the bar once movement owns it. Moving a panel publishes pose only and must not repaint unchanged text. Latch both the manipulating hand/controller and surface at capture start. Another hand closing must not steal capture or reset its transform baseline.

For a single-target interaction policy, selecting a scene prim clears the panel handle and its drag owner in the same transaction; selecting a different prim replaces the old prim in one activation. Route a selected-panel fist/transform to the panel before the scene tool consumes it. Never manipulate both owners from one gesture. Make the selected color reflect the authoritative target, including selection through stage rows or external controls.

On focus loss, tracking expiry, panel hide, relocation by another owner, stage reload, or context replacement, cancel active capture and consume the eventual release. Test select-bar -> move-off-bar -> fist-move -> select-scene-prim, plus hand/controller changes and reconnect. Visual highlighting alone does not establish that manipulation reached its target.

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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