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-transform-safety/README.md
Prim Transform Safety
Use this reference for live object transforms, gizmo drags, animation, and restoring temporary edits without changing the user's USD asset.
Transform ownership and coordinate space
Keep one application-owned transform model. Read the current OVStage value for
an already-edited prim, or capture its authored local transform before creating
a runtime override. Write omni:xform through OVStage, publish the ordinal, then
render it. Standalone renderer bindings are for renderer-owned applications.
omni:xform is a local transform. Matrices are row-major float64, with
translation in row 3. Writing a world transform as local applies the parent
transform again and moves nested objects incorrectly.
For row-vector matrices, world W = L @ P, where L is local and P is the
current parent-to-world transform. Convert a desired world transform back with
L = W @ inverse(P). Account for USD reset-xform-stack behavior when resolving
P; a reset stack has no inherited parent transform. Reject singular parents
for world-space manipulation rather than substituting identity.
Resolve current world transforms
Use the same runtime transform adapter for the inspector, gizmo, and animation.
Read copied omni:xform and omni:resetXformStack values for the prim and its
ancestors at one published floor. Compose locals from the prim upward, stopping
after the first reset-stack prim; its descendants still inherit from it.
For a reset-stack target, its effective parent matrix is identity.
Batch the required ancestry reads and reuse the snapshot within the owner's
tick. Invalidate descendant world caches when an ancestor changes. Authored
pxr transforms cannot reflect later OVStage-only edits, and a cached world
matrix for only the edited path leaves its descendants stale. If using runtime
derived omni:fabric:worldMatrix outputs instead, finish direct local/reset-stack
writes at N, then call stage.compute_hierarchy(input_ordinal=N, output_ordinal=N, model=model) before advancing the floor. Select a supported
model using stage.get_hierarchy_computation_models() and ensure the derived
output rows exist through population/setup. Wait for async computation if used.
See the upstream transform contract.
This explicit step is for consumers requiring computed world outputs after direct
input writes; composing copied locals yourself does not require it. USD changes
processed through RENDERING population (including ALL) already compute their
derived transforms; population without the rendering domain needs explicit
hierarchy computation before consumers read derived world outputs.
Capture a baseline
If metadata comes from pxr, run this in the USD worker and return copied
arrays. Use the selected playback time when working with animated assets:
from pxr import Usd, UsdGeom
import numpy as np
def get_local_transforms(stage, prim_paths, time=Usd.TimeCode.Default()):
result = {}
for path in prim_paths:
prim = stage.GetPrimAtPath(path)
if not prim or not prim.IsA(UsdGeom.Xformable):
continue
local = UsdGeom.Xformable(prim).GetLocalTransformation(time)
matrix = np.array(local, dtype=np.float64).reshape(4, 4)
if np.isfinite(matrix).all():
result[path] = matrix
return resultKeep baseline values separate from animation output. Starting a drag snapshots the current live transform; ending a temporary animation restores its captured baseline. If a valid baseline is unavailable, leave the prim unchanged.
Batch writes and publication
OVStage transform write inputs use one 16-lane element per prim (shape=[N],
lanes 16). Read/map outputs use scalar lanes and shape [N,4,4] with explicit
strides; map-creation dtypes remain lane-based. Match the matrix rows to
the query's actual prim order; a sorted UI selection is not necessarily that
order.
import numpy as np
from ovstage import AttributeSemantic, DLDataType, DLDataTypeCode, PrimMode, make_dltensor
def write_local_transforms(stage, query, ordered_paths, matrices_by_path, ordinal):
matrices = np.stack([matrices_by_path[path] for path in ordered_paths])
tensor = make_dltensor(
matrices.reshape(len(ordered_paths), 16).astype(np.float64),
dtype=DLDataType(code=DLDataTypeCode.kDLFloat, bits=64, lanes=16),
shape=[len(ordered_paths)],
)
stage.write_attribute(
query, "omni:xform", ordinal=ordinal, tensors=tensor,
is_array=False, semantic=AttributeSemantic.MATRIX,
prim_mode=PrimMode.UPSERT,
).wait()
# Group camera, animation, and interaction writes in one runtime tick.
write_local_transforms(stage, query, ordered_paths, local_matrices, ordinal)
stage.advance_write_floor(ordinal).wait()
products = renderer.step(render_products={product_path}, delta_time=dt, ordinal=ordinal)The blocking write keeps the tensor alive until consumption completes. For asynchronous writes, retain the source tensor until its operation completes. Publish once after all writes contributing to the tick have finished.
Gizmos and animation
The UI owns pointer interaction; the runtime owns transforms:
Snapshot selected prims' current local transforms at drag start. Keep this selection separate from descendant meshes used for outlines.
Compose each update from the snapshot, not the previous frame, to avoid drift. Interpret the delta in the gizmo's chosen coordinate space.
Convert world-space results back to local and enqueue the resulting matrices for the runtime's next publication. Preserve valid parent transforms when both a parent and descendant are selected.
Refresh inspector values from the live transform model. Commit the final value on release or restore the snapshot on cancel.
For a translation expressed in the prim's parent coordinates:
offset = np.eye(4, dtype=np.float64)
offset[3, :3] = offset_in_parent_coordinates
local_matrices[path] = drag_start_local[path] @ offsetCoordinate gizmos and animations through the same model. Pause an animation while the user manipulates its prim, or explicitly compose its offset with the drag result; competing writers otherwise overwrite one another.
Use renderer-native picking to discover selected paths. Visibility changes belong to the visibility attribute, rather than zeroing transforms to infer segmentation IDs.
Saving runtime edits
For saving selected runtime transforms or an edited subtree, read OVStage's current exporting-to-USD skill. It owns export selection/projection APIs, destination lifetimes, completion, and saving. Choose explicitly between a sparse edit overlay and a typed subtree; neither implies a complete scene/asset round trip.
Capture the intended selection and committed runtime snapshot on the owner. Choose an application-controlled destination or validated user save workflow, with explicit overwrite policy. Keep source assets unchanged unless editing them was requested. Reopen the result through a supported USD boundary and verify the intended world pose, parent/reset-stack semantics, and required asset references. An accepted export operation alone does not prove a usable saved composition. Do not prescribe a release-specific repair without verifying the selected exporter's current contract and a focused round-trip result.
Standalone bindings
In a renderer-owned app, bind_attribute(..., prim_mode=PrimMode.CREATE_NEW)
can create a missing omni:xform initialized to identity. Capture the local
baseline before creating the binding and initialize it before the next step.
Use Semantic.XFORM_MAT4x4 for standalone matrix writes. Keep the binding and
its mapped data inside the renderer's lifetime; attached apps use the OVStage
path above instead.
Lifecycle and verification
Recreate queries and bindings after scene replacement. Refresh baselines when composition or playback changes the authored transform, and discard late commands from a previous stage generation.
Test a prim under a translated and rotated parent, then move the parent too. Check numeric local/world results, cancel/restore behavior, and synchronized highlight/inspector updates. A visible gizmo alone does not prove the write path.
See OVStage data plane, selection-animation, and stage-management.
For XR, let OVXR consume the committed edit through its normal frame path;
do not add an application-owned renderer.step() to apply the transform.
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