Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
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
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip 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
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/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.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present 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.
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references/ovxr-composition-ui/spatial-surfaces-and-interaction.md
Spatial surfaces and interaction
Surface model
The stage panel is one retained raster document plus an authoritative LOCAL pose. The unconfigured panel publishes its fixed LOCAL default immediately and is independent of eye telemetry, head motion, USD units, up-axis, camera pitch, or desktop tracking-anchor transforms. Explicit prim anchoring uses the shared measured stage-world-to-tracking conversion.
Controller tooltip and prim gizmo are pose-only analytic surfaces appended to the same per-eye projection mesh. Tooltip pose follows a controller aim pose located in explicit LOCAL and faces a VIEW pose located in that same LOCAL. The gizmo follows the selected prim's current complete world matrix converted through the effective tracking anchor. Missing transforms disable stale UI.
Symptom triage
A visible controller model proves only that grip or aim supplied the model policy. It does not prove aim validity. A missing ray and missing tooltip share this decision tree:
Prove controller ownership, focus, aim action activity, and valid location flags independently from grip/model tracking.
Prove the aim action space was located relative to identity OpenXR LOCAL; never relabel a borrowed base-space pose as LOCAL.
Prove the LOCAL ray intersects the retained LOCAL panel and record rejection reason, UV, and distance.
If the ray hits, use per-eye auxiliary composed/clipped bounds, union scissor, and depth results to diagnose tooltip visibility.
Only after those pass, inspect PQW/domain and client output.
Window chrome owns ray/surface capture while dragging and publishes a newer LOCAL panel pose without rerasterizing unchanged content. Selection and capture are separate state machines.
Give each movable window a permanent, independently hit-testable grab bar below its content. Its stable surface ID, selected highlight, and manipulation target must agree; enlarging its invisible hit area must not obscure content actions. For a selected bar, reuse the normal fist/controller transform gesture with no initial jump, reversible reach gain, and timestamped position filtering. The gesture-filtering recipe supplies the equations and capture/reset rules; no sample helper import is required.
Controller contract
For the Vision Pro PSVR2 Sense profile:
R1/right squeeze reveals and updates the hit-bounded scene ray.
Cross/right primary selects or toggles the scene hit; over the panel it activates a stage row on press. UI consumes only this selection edge.
R2/right trigger moves the selected target. Ordinary panel widgets do not consume it. A selected panel grab bar is the explicit exception: its manipulation capture owns R2 and suppresses scene movement for that cycle. Otherwise route R2 to the selected allowlisted scene target.
Right stick scrolls while UI-owned; otherwise it turns. During R2 movement, stick Y pushes/pulls along the current viewer-object/aim line.
Left stick locomotes relative to VIEW yaw. Left primary previews and commits teleport.
If a deployed CloudXR binding does not deliver a required component, prove the inactive action in native telemetry before adding a profile-specific fallback. Do not silently reinterpret controls from button-state absence alone.
Panel capture and activation
Activation is a per-node policy, not one global click rule:
Stage rows activate exactly once on press. Retain their stable node capture through release for ownership and visual continuity, but never require the release ray to remain inside the row and never dispatch twice.
Ordinary or destructive buttons activate on release over their captured stable node. A release over another node never retargets.
Direct-drag chrome is capture-only and never emits a button action. A permanent grab bar may instead select a persistent panel target on press; a subsequent transform/fist gesture moves it while preserving the hand-to-panel offset.
For a single-target policy, scene selection clears the selected panel handle and active panel drag; selecting a different prim replaces selection in one activation. Route manipulation to the selected panel before scene tools consume it. A selected highlight is not proof that fist movement is routed correctly. Separate selection lifetime from pointer capture and raster revision. Test a move after the pointer leaves the handle and after switching hands/controllers; focus loss, tracking expiry, hide or relocation cancels capture without a click. Latch the manipulating hand and surface at grab begin. Closing the other hand must not steal the drag or reset its offset; test both left-held/right-close and right-held/left-close before claiming two-hand support. Deliver both hands' held/open/tracking state every update, including an explicit invalid/absent observation. Missing tracking cancels panel capture under its loss policy; it is not an observed open hand or release activation and cannot satisfy rearm. Do not route only the preferred fist: that can hide the owning hand's actual release or loss. A non-owning fist already held during a drag must open before it can start a new drag; do not transfer capture on release.
Capture owns the full cycle even when the bounded ray misses the panel, so a captured release cannot leak into scene selection. Separate press/release thresholds require rearm before a new press. Focus, tracking, controller-owner, session, stage-generation, or transport loss cancels once and consumes the eventual release without action.
Routing and lifecycle
Use one immutable controller snapshot. Route panel ownership before CUDA scene tools. A panel miss leaves the scene event untouched and hides the native pointer visual; hidden, unavailable, or non-active projection UI cannot consume input. Preserve a final bounded query for release-edge actions when an async ray result is needed.
Focus, tracking, controller owner, session, stage generation, or transport loss cancels capture/latches/filter state and disables controller-attached UI within one accepted frame. Physical controllers preempt hand gestures. Reconnect is a new input lifetime and republishes the latest retained panel, selection, and gizmo state once.
For a convenience adapter sampling after submit, label the input for a later projection; never correlate it to the projection already submitted. For a split adapter, sample using the plan's predicted time and record its mapping provenance. The public README specifies anchor latching at begin or render. Convert input after begin through that shared frame mapping and publish eligible scene changes before bind renders. Follow frame/input scheduling. A stationary-controller head sweep distinguishes static space error from motion-only timing latency.
Anchor changes and scale
For explicitly stage/world-anchored panels or gizmos, transform the complete world pose through the full inverse tracking-to-stage transform, preserving uniform scale in the inverse. A rotation-only inverse produces incorrect LOCAL position and size after user scaling. Keep pose and physical extent conventions explicit, applying units and scale once.
After a managed anchor update, republish world-anchored placement once for each newly latched anchor revision. Do not use pending navigation as if it were the active frame anchor, and do not rerasterize an unchanged UI document for a pose change. The default fixed OpenXR LOCAL panel remains at its LOCAL pose; it must not be moved simply because application navigation changed. Test both policies with translated, yawed, non-unit-scale anchors and correlated decoded pixels.
Tracking reference space is not necessarily LOCAL
OVXR's anchor tracking space can prefer STAGE or LOCAL_FLOOR, while the spatial compositor uses OpenXR LOCAL. Inverting the managed anchor only returns a pose to that tracking space; it does not remove the floor-to-LOCAL origin difference. Do not guess a head-height offset or assume identity because both spaces track the same device.
Resolve the exact shared tracking space (xr_space) selected by OVXR and
confirm the consumed projection uses that source. Locate it relative to LOCAL with xrLocateSpace(source_space, local_space, projection_display_time). Require valid location flags. Use this same measured
mapping for controller rays and world-anchored UI, preserving the full scale-
aware inverse tracking-to-stage conversion before applying tracking-to-LOCAL.
The pose time and source-space identity are part of the contract; a stale
mapping from another context cannot be reused.
Implement this through documented borrowed OpenXR handles/reference-space metadata where available, or expose the exact mapping already consumed by an application-owned OpenXR API layer. Such a getter is a custom application API, not an OVXR library method. Borrowing handles never authorizes another session or frame owner. If the actual source space/time cannot be established, omit the world-anchored surface/pointer and report that boundary instead of guessing. Fixed LOCAL surfaces remain fixed and need no world-to-tracking conversion.
On context/session replacement clear the mapping and await a valid new sample. Test nonidentity STAGE/LOCAL_FLOOR-to-LOCAL translation with user scale/yaw and both controller-ray and panel projection, using correlated decoded pixels.
For row vectors, let B be metres/up-axis conversion, A the active managed
anchor, and M the measured tracking-to-LOCAL transform in metres. Then
world = trackingMetres * B * A and localMetres = trackingMetres * M.
For a world pose, use world * inverse(B * A) * M. An existing converter
expecting a LOCAL-space anchor can instead receive
inverse(B) * inverse(M) * B * A. Preserve scale in these inverses.
An optional layer getter should report the measured mapping, source-space
handle, display time and frame counter. In the convenience schedule, consume
it after the successful frame for a subsequent frame's input. In the split
schedule, establish the mapping at the current plan time rather than relabeling
the previous submission's sample; follow frame/input scheduling.
Require its source to match the shared runtime xr_space. Capture
mapping even while drawing is gated, so readiness does not depend circularly
on UI visibility. Recompute placement when the effective matrix changes;
coalesce unchanged values rather than republishing on each frame counter.
Anchor revisions remain state-correlation markers, not forced raster uploads.
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
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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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The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip