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/render-settings/README.md
Render Settings
Triggers
Use this skill for render settings, quality controls, samples, denoiser, tone mapping, lighting, DomeLight, environment map, resolution setting, or settings persistence.
Use this skill for user-facing controls that affect rendered output or per-frame buffers.
Read viewer-control-patterns when exposing these settings in React, ovui,
ovui_widgets, or Dear ImGui. It owns the client-agnostic guidance for sliders,
numeric inputs, toggles, labels, disabled states, and confirmations.
For ovrtx render setting, RenderProduct, RenderVar, AOV, or release behavior
not covered here, read references/dependencies/ovrtx.md, then use the ovrtx
supplemental repository skills/, samples, and release notes referenced there.
Do not guess omni:rtx:* attributes, write_attribute names, or renderer APIs.
For spectral transport, renderer startup profiles, and lighting-contribution views, use the sections below. For clipping, capped cross-sections, or a plane gizmo, read section views.
Capability-Driven Settings
Every visible render setting must come from a server-owned supported-settings list. Do not hard-code optimistic controls in React.
@dataclass
class RenderSettingCapability:
key: str
label: str
control: str
applies_at: str # immediate | reload_required | process_restart | next_scene_load | unsupported
apply_path: str
validated: bool
validation_evidence: strThe frontend renders only capabilities where validated is true and
applies_at is not unsupported. Unsupported settings should be omitted from
the live render settings panel, not shown as hopeful sliders or toggles.
Persisted JSON is only saved preference state. It is not proof that a setting was
applied to the active render. A successful setting change must either change the
active viewer state immediately or be part of an explicit non-live workflow such
as "Apply and reload stage," "Restart with this profile," or "Use for newly opened scenes." Do not send
renderSettingsChanged.result = "success" for a client form update unless the
payload also reports whether the active render changed through applied,
applies_at, requires_reload, and requires_restart when a process change is
needed.
Keep effective render settings outside the USD asset. The viewer can restore validated settings across scene changes without modifying user files.
Apply Path Classes
applies_at | Use when | User-facing behavior |
|---|---|---|
immediate | The render thread can apply the setting through a verified renderer API, OVStage/runtime data-plane write, standalone compatibility renderer.write_attribute(...) path, or frame-conversion path. | Live control is enabled and renderSettingsChanged.applied is true after success. |
reload_required | The setting only works by rebuilding viewer-owned session/composite data. | Do not hide the reload behind a live control; expose an explicit apply/reload command. |
process_restart | Availability is fixed by the first renderer in a process. | Use an explicit process/profile restart workflow; report applied:false and requires_restart:true until the replacement renderer produces a valid frame. A stage reload is insufficient. |
next_scene_load | The setting is only a default for future stage loads. | Put it in a profile/defaults workflow, not the live render panel. |
unsupported | No verified backend path exists for the active runtime. | Omit from active controls and reject direct requests. |
setRenderSettingRequest must reject keys that are not in the capability list:
{
"key": "samples_per_pixel",
"result": "error",
"applied": false,
"applies_at": "unsupported",
"requires_reload": false,
"message": "Unsupported render setting: samples_per_pixel"
}For supported settings, renderSettingsChanged reports effective state and
whether the active render changed:
{
"settings": {"exposure": 1.0},
"result": "success",
"applied": true,
"applies_at": "immediate",
"requires_reload": false
}Startup profiles and spectral controls
Separate resource preparation from per-RenderProduct settings. Follow the selected OVRTX release's renderer configuration and spectral rendering guidance for process-lifetime choices, supported modes, controls, and physical illuminants. A mode selector does not release resources initialized for other modes.
Expose live spectral controls only after startup support and the active product mode are verified. Validate wavelength bounds and observer choices against that release; acknowledge effective runtime state after publication. Disabling tracing on a prepared renderer does not recreate an RGB-only process. Use separate processes for controlled RGB/spectral comparisons and follow upstream's scene-wide restrictions on mixing products. Preserve camera, scene, exposure, and sampling policy when comparing; distinguish a visible result from measured spectral accuracy. RGB-authored materials do not establish measured spectral material responses.
Render Vars
Request render vars in the inline root/session RenderProduct.orderedVars.
| Render var path | Source name | Format | Use |
|---|---|---|---|
/Render/Vars/LdrColor | LdrColor | RGBA uint8 | final frame |
/Render/Vars/InstanceSegmentation | InstanceSegmentationSD | uint32 | debug segmentation display |
/Render/Vars/SemanticSegmentation | SemanticSegmentationSD | uint32 | debug segmentation display |
/Render/Vars/DistanceToImagePlane | DistanceToImagePlaneSD | verify installed output | depth/distance visualization |
/Render/Vars/Normal | NormalSD | float32 [H,W,4] | world-space surface normals (XYZA) |
def "Vars" {
def RenderVar "LdrColor"
{
uniform string sourceName = "LdrColor"
}
}
def RenderProduct "ViewportTexture0" {
rel camera = </Render/OVCamera>
rel orderedVars = [</Render/Vars/LdrColor>]
uniform int2 resolution = (1920, 1080)
}In fout.render_vars, keys are full RenderVar prim paths (for example,
/Render/Vars/LdrColor), not sourceName or the short prim name. Preserve
sourceName only for an AOV's user-facing category and conversion policy.
Extra render vars increase VRAM use, around 8 MB per 1080p uint32 buffer.
Picking uses native OVRTX pick queries and the renderer path dictionary, so do
not request segmentation render vars just for object selection.
Use the multi-line RenderVar form above. Some ovrtx parser builds reject inline one-line RenderVar definitions.
Browser Streaming Defaults
For browser-streamed ovrtx viewers, expose only verified immediate controls by default.
AOV/debug view is allowed when wired through
aov-switchingand frame extraction has the requested render var.Exposure and tone mapping are allowed only when implemented in the frame conversion path before BGRA streaming, or through a verified ovrtx renderer/session path.
Samples, denoiser, lighting, and resolution are omitted unless the generated app owns a verified live apply path or an explicit non-live profile workflow.
Do not expose a live control just because a value exists in settings JSON or in a generated wrapper. Controls that require rebuilding the composite/session wrapper belong to scene-load or render-profile workflows.
For approximate tuning such as exposure or intensity, use a slider. Pair the slider with a numeric input when exact values matter. Clamp before sending to the backend and echo the effective value if the backend adjusts it.
Lighting Controls
Default rule: do not add session fallback lights. Stages own their lighting, and injected lights make local and streaming samples diverge.
If the user asks for viewer-controlled lighting, expose live lighting controls only when the app owns the light and has verified an OVStage/runtime data-plane write path or standalone compatibility attribute-write path. If lighting can only be changed by rebuilding session data, classify it as a reload-required render profile option.
Viewer-owned lights can be authored in the session layer so they can be recreated on reload without editing the asset:
def Scope "ViewerLighting" {
def DomeLight "Environment" {
float intensity = 500
asset texture:file = @./env.hdr@
}
}Use UI toggles for enable/disable, intensity sliders, and an environment texture
picker only when they map to a verified capability. If environment_texture is
relative, resolve it against a stable settings/cache directory before authoring
the session layer.
Applying After Scene Changes
Scene management should apply supported profile/default settings while building inline root/session data and before the first user-visible frame:
settings = ViewerRenderSettings.load(settings_path)
inline_root = make_inline_root_stage(scene_url, settings.width, settings.height, settings)
ordinal += 1
population.open_usd_from_string(
stage,
inline_root,
ordinal=ordinal,
domains=PopulationDomain.RENDERING,
)
stage.advance_write_floor(ordinal).wait()
settings.save(settings_path)If a local render resolution changes at runtime, update all dependent state:
render product, CPU/GPU output buffers, ImageBridge, letterbox math, pick
coordinate mapping, and camera aspect. Browser-streamed Omniverse Realtime
Viewer apps should use a fixed render resolution such as 1920x1080 and scale the
video with object-fit: contain. Treat WebRTC resolution changes as a stream
profile requiring explicit restart/reconnect behavior.
Validation Evidence
Generated apps must keep evidence for every visible render setting:
before/after frame or pixel-stat evidence for visual settings;
backend state proof from a verified API for renderer settings;
ovrtx supplemental
skills/, samples, or release-note evidence for API-backed paths not covered in this skill package;generated wrapper diff plus explicit user-triggered reload evidence for non-live profile settings;
rejected unsupported-key response for settings intentionally omitted from the panel.
If no setting has evidence, do not generate a render settings panel. Persisting a value or echoing client form state is not validation evidence.
Gotchas
LdrColorcasing matters.Do not put lights in the generic session layer unless the feature is explicitly enabled and represented as a validated capability.
Render-var output keys are full authored prim paths; use
sourceNameonly to label or classify an AOV.Prefer supported CUDA mappings for streaming. Some outputs may require a host copy and upload; discover per-output device support and report that cost through
aov-switching.Add render vars only when a feature needs them. Basic streamed viewers start with
LdrColoronly.Save validated settings before switching scenes if the UI allows immediate scene changes, but do not treat persistence as active-render application.
renderSettingsChangedmust describe effective state, including whether the requested setting was applied.
See also: viewer-control-patterns, stage-loading, stage-management, object-selection, streaming-server.
Adding This To An Existing Omniverse Realtime Viewer
Add
server/render_settings.pywith a supported-settings capability list and a small JSON-backed store for validated settings and non-live defaults.Keep server state for active settings, fixed stream profile, required render vars, and any validated viewer lighting state.
Modify
scene_loader.pyor the OVStage population adapter so inline session RenderProduct, RenderVars, and optional lighting reflect only validated profile/default settings.Add messages such as
getRenderSettingsRequest,setRenderSettingRequest, andrenderSettingsChanged.Keep existing
toggleSegViewonly if the app already exposes a segmentation/debug view.Frontend wires
RenderSettingsPanelfrom the server capability list. It must not render unsupported controls.Reapply validated settings after every scene load/reset through
stage-management.Local resolution changes must also update buffers, letterbox math, pick coordinate mapping, and camera aspect. Streaming resolution changes require an explicit restart/reconfiguration path and should not appear as a live slider.
Save settings after successful validation, but only report success when the active state changed or an explicit non-live operation was queued.
Do not inject viewer lights unless the user explicitly enables viewer-controlled lighting and the app exposes the capability honestly.
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