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/prim-pick-effects/README.md
Prim Pick Effects
Triggers
Use this skill for picked prim effect, on pick write attribute, inputs:Fader,
EffectLayer, toggle visibility, custom MDL parameter, prim-to-material map,
selection glow attribute, or reversible pick-driven runtime state.
Use this when picking a prim should manipulate a USD/runtime attribute on that prim or on a related material/shader prim. This skill is additive to native selection outlines; do not replace outline selection with material effects.
For new OVStage-based viewers, pick effects write through the OVStage data plane
and the attached ovrtx renderer consumes the committed update. Direct
Renderer.write_attribute() or persistent OVRTX bindings for material,
visibility, or effect attributes are legacy/pre-OVStage patterns.
Workflow
Resolve picked prim paths through
object-selectionor native OVRTX picking.Update selection outlines through
selection-feedback.Map picked prims to effect targets when needed, such as material shader prims.
Compute desired effect state from the complete selected set.
Enqueue OVStage runtime writes for effect, material, visibility, or viewer-owned state changes.
Publish the write at a monotonic ordinal and let the renderer consume it in the normal render loop.
Restore values changed by the viewer on deselect; discard saved targets on scene replacement and capture new baselines before the next effect.
pick hit
-> selected path set
-> native OVRTX outline groups
-> effect target map
-> OVStage attribute write at ordinal N
-> renderer update_from_stage/step consumes NRuntime Write Pattern
Keep a small app-owned adapter around the pinned OVStage API. The exact method names can differ by generated app; the contract is path validation, stage-generation checking, monotonic ordinal publication, and copied tensor or token values.
def write_runtime_attr(runtime, paths, attr_name, values, *, prim_mode="existing"):
if not paths:
return None
ordinal = runtime.next_ordinal()
op = runtime.write_attribute(
ordinal=ordinal,
prim_paths=paths,
attribute_name=attr_name,
values=values,
prim_mode=prim_mode,
)
op.wait()
runtime.advance_write_floor(ordinal).wait()
return ordinalUse prim_mode="existing" when the composite/session layer already authored
the attribute. Use prim_mode="create_new" only for deliberate viewer-owned
runtime attributes. Never silently create material inputs
with invented names.
For repeated writes to the same target set, cache target path lists and value buffers, but still publish writes through OVStage. Do not optimize by keeping direct OVRTX material/effect bindings in new viewer code.
Prim To Material Mapping
A picked mesh often does not own the effect attribute directly. For material-driven effects, build a map from renderable prim path to material or shader target:
prim_to_effect_layer = {
"/World/Mesh/Tray": "/World/Looks/Steel_Stainless/EffectLayer",
}Prefer OVStage queries for candidate prims and attribute presence. Keep the
stage-hierarchy pxr fallback for relationship traversal such as inherited
material bindings until the runtime query path exposes those relationship values
with the needed fidelity.
Shared-Material Awareness
Multiple prims can share one material and therefore one effect target. Never turn off a target just because one prim was deselected; recompute active targets from all currently selected prims.
def active_effect_targets(selected_prims: set[str], prim_to_target: dict[str, str]) -> set[str]:
return {
target
for prim in selected_prims
for target in [prim_to_target.get(prim)]
if target
}
def update_pick_effects(selected_prims: set[str]) -> None:
global active_targets
next_targets = active_effect_targets(selected_prims, prim_to_effect_layer)
for path in sorted(next_targets - active_targets):
write_fader(path, 1.0)
for path in sorted(active_targets - next_targets):
write_fader(path, 0.0)
active_targets = next_targetsThis same rule applies to custom material parameters, display color ramps, and any shared shader attribute.
EffectLayer Fader Example
Some stages use EffectLayer shader prims with float inputs:Fader = 0
overrides in the composite/session layer. When the active stage exposes that
pattern and the user wants material-driven pick effects, a concrete target shape
is:
/World/.../Looks/<MaterialName>/EffectLayer.inputs:FaderRuntime toggle:
import numpy as np
def write_fader(effect_layer_path: str, value: float) -> int | None:
return write_runtime_attr(
runtime,
[effect_layer_path],
"inputs:Fader",
np.asarray([value], dtype=np.float32),
prim_mode="existing",
)Initialize app-created effect targets to their neutral value. For scene-owned inputs, save the current value before the first viewer write and restore it on deselect. Keep these baselines scoped to the stage generation.
layers = sorted(viewer_owned_effect_layers)
write_runtime_attr(
runtime,
layers,
"inputs:Fader",
np.zeros((len(layers),), dtype=np.float32),
prim_mode="existing",
)This glow is a pick effect, not the baseline selection signal. Keep native selection outlines enabled so arbitrary scenes still show precise selected-object boundaries when no EffectLayer material exists.
Visibility Toggle Example
USD visibility is token-like. Preserve the previous value if the effect is temporary, and write the new token through OVStage:
write_runtime_attr(
runtime,
[picked_path],
"visibility",
["invisible"],
prim_mode="existing",
)
write_runtime_attr(
runtime,
[picked_path],
"visibility",
["inherited"],
prim_mode="existing",
)Use this for explicit hide/show commands, not hover highlighting.
Custom MDL Parameter Example
For app-authored materials with known shader inputs, write the input attribute through OVStage:
write_runtime_attr(
runtime,
[shader_path],
"inputs:HoverAmount",
np.asarray([0.65], dtype=np.float32),
prim_mode="existing",
)Only expose controls for attributes that exist in the active stage or are deliberately authored by the viewer. Do not invent renderer-internal attribute names.
Scene Lifecycle
Rebuild prim-to-material/effect maps after every scene load, reload, variant change, or material-map invalidation.
On scene replacement, discard saved effect baselines along with target maps.
Clear active target state on selection clear and scene switch.
Serialize writes through the OVStage runtime owner; do not write while scene loading, reset, or generation replacement is active.
Keep effect state separate from selection outline state.
Focused Proof
For an app that includes pick effects, capture one compact proof with the picked path, resolved effect target path, previous value, new value, OVStage write ordinal, renderer-consumed ordinal, and reset/clear behavior. Do not add broad pipeline artifacts unless the product explicitly requires them.
See also: object-selection, selection-feedback, stage-queries,
stage-hierarchy, stage-attribute-reads, ovstage-data-plane,
ovstage-ovrtx-integration.
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