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-python-interactions/architecture.md
Python interaction architecture
Ownership
OVXR owns OpenXR session/frame lifecycle, predicted eye poses, projection products, rendering coordination, and pixel submission.
One application owner (called
OvxrRuntimein the reference sample) owns renderer/OVStage; implement it locally rather than importing a sample helper.Browser, SHM, and message callbacks enqueue immutable intent.
Python owns profile normalization, semantic edges, picking policy, tool capture, gestures, navigation policy, UI documents, and physics orchestration.
OVStage is the visible scene-write plane. OVRTX consumes committed ordinals.
An optional OVPhysX child owns only its own fixture USD. The parent renderer never imports OVPhysX and the child never mutates the renderer's stage.
Render-loop order
Use one convenience Context.render_frame() path or one SDK split-frame path,
never both. Frame/input scheduling
defines timing, anchor latching and publication for each. Drain a
bounded queue of validated immutable intents on its owner thread. Publish anchor
movement through the documented setters and wait for its next frame latch.
Publish application scene changes through documented OVStage transactions,
using one publication coordinator and the SDK's application ordinal mode.
Never add a second frame owner or mutate the stage concurrently.
Native action startup and scene-transform SDK calls follow upstream input and stage-publication guidance through the library route. Apply this viewer's normalized inputs and transforms through the shared owner; use transform safety for local/world composition and derived-world freshness.
Coordinate contract
Use the current public anchor and transform_openxr_pose methods as specified in
navigation. Stage metadata,
spawn anchor, canonical navigation and raw tracking poses remain separate.
No eye-camera alignment inference or inverse /World transform is needed for
poses already in the runtime-selected tracking space. An independently LOCAL
compositor still needs the actual tracking-to-LOCAL xrLocateSpace mapping;
managed anchor conversion does not erase that reference-space distinction. Preserve legacy fallback only behind an
explicit missing-capability branch and document its unverified limits.
Message contract
Use {event_type, payload, request_id}. Mutating streams carry schemaVersion,
stable client-session ID, input epoch, strictly monotonic per-stream sequence,
strictly monotonic source timestamp, focus/tracking state, application-owned
stage generation, and absolute or revisioned state. Preview the envelope before
the family parser and commit freshness only after the semantic payload is
accepted; a malformed future epoch must not poison a valid current source.
Reject duplicates and stale revisions without replaying deltas. Begin, update,
end, and cancel for one gesture are one stream and therefore use distinct
increasing sequences. Reconnects fetch canonical state; a stage change advances
generation and invalidates packets captured against the prior stage.
The controlled client may supply stage-space poses when it explicitly applies the shared application conversion. Do not claim this is native OpenXR action registration or OVXR pose conversion.
Keep lifecycle terms precise: CloudXR/OpenXR/OVXR-context reconnect is allowed; the Python process, OVRTX renderer, OVStage owner, and SHM producer remain long-lived. Do not design feature recovery around fast full-stack restart.
Minimal owner implementation
The example below is the convenience path with explicitly subsequent-frame input. For same-plan predicted-time input, implement the split schedule linked above instead; do not splice a separate begin/bind/submit into this example.
Keep application state separate from SDK handles: stage generation, accepted input epoch/sequence, canonical navigation revision, pending anchor matrix, last frame-latched anchor, source snapshot generation, and current capture owner. The following names are pseudocode, not methods provided by OVXR:
while running:
commands = queue.take_at_most(command_budget)
validate_and_apply_commands_on_owner(commands)
# Scene writes: allocate through the shared publication coordinator;
# resolve all lower writes before publishing its owned ordinal.
outcome = drive_selected_sdk_frame_through_coordinator(dt)
reconcile_sdk_publication_and_plan_outcome(outcome)
if outcome.submitted:
if pending_anchor_revision:
compare_active_anchor_to_pending_and_record_applied()
sample_or_accept_tracking_for_the_next_update()
run_semantic_edges_and_publish_app_scene_changes()
publish_preview_only_if_a_new_capture_sequence_exists()Use the shared data plane for scene writes and upstream stage-publication for co-writing OVXR calls. Do not duplicate SDK operation signatures or their cleanup rules in the semantic interaction layer.
Refresh detaches/destroys only the OVXR context, reattaches the same renderer and stage, reinstalls canonical user placement, clears borrowed handles/reference mappings and input captures, then accepts a new transport epoch. Stage reload also invalidates hierarchy/raycast caches and advances stage generation. A CloudXR restart is a separate service operation; do not hide it inside live movement or an ordinary render-product setting update.
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
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or NVIDIA.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip