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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, and focused viewer reference documents.
— the description by NVIDIA Omniverse

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

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/download
  2. Unzip 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

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/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.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent 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.

Files

references/spg-processing/README.md

Sensor Processing Graphs for viewer outputs

Use this reference for SPG nodes, GPU post-processing, custom sampling, chained AOV processing, and publishing processed pixels to a viewer. For toon, ink, hatching, technical illustration, X-Ray or geometry strokes, continue to stylized visualization. Ordinary raw AOV selection follows AOV switching.

Start with the owning SDK

Read the selected OVRTX dependency route in dependencies and inspect the installed release's SPG documentation and examples before selecting APIs. Acquisition stays in that dependency reference. SPG is an OVRTX facility, not a Python graph package to invent or a browser renderer.

Official references:

TaskRead
Node model and first working outputOverview, first node, grayscale example
USD wiring and output publicationUSD interface, publish and read AOVs
Internal intermediates and multistage effectsChaining, pipeline example
CUDA or Slang resource/launch bindingCUDA reference, Slang reference, launch geometry
Upload geometry or edit live parametersUpload data, values, runtime changes
Resource backing and reuseTextures/buffers, caching
Simple arithmetic versus a custom shaderBuilt-in catalogue, adjustable blur example

The website can describe a newer contract than the installed release. Resolve names, value types, resources and launch behavior against that release; use the corresponding examples as small capability probes rather than replacing the app's architecture with their setup code.

Node and application boundaries

A custom node has GPU source (.cu or .slang), a matching launch script (.cu.lua or .slang.lua), and USD shader/interface wiring. The launch script validates descriptors, allocates outputs and binds arguments; pixel or geometry work belongs in GPU code. Keep large data tables out of the Lua sandbox.

Author the graph in the viewer-owned session/composite layer. Retain the source color output and publish a separately named processed RenderVar, for example LdrGrayscale or LdrStylized. Connect guide AOVs from the same RenderProduct and frame. Verify fully qualified connection paths resolve in the installed runtime; product-local source RenderVars are a useful minimal wiring probe.

Keep intermediate textures/buffers inside the graph unless a consumer or validation probe needs publication. Neighborhood reads consume immutable input; separate output resources prevent races. Declare channel order, image origin, normal space, ID/background encoding, resource shape, dtype and backing. An integer normal container requires a verified bit reinterpretation, not a numeric conversion. ID textures require nearest sampling.

The existing runtime owner commits camera, stage, transforms and parameters, then steps OVRTX. Retain its established OVStage integration when present. Network/UI callbacks enqueue state changes; they do not mutate renderer or graph resources. Rebind and invalidate capabilities after stage or resolution changes, and discard results from older geometry revisions.

The delivery layer selects and maps the actual processed output, performs its required format conversion, and presents it with the existing synchronization and ownership contract. Preserve RGBA through the graph; convert once to BGRA only if the selected encoder needs it. CSS effects, CPU image processing and post-processing a saved screenshot do not establish SPG integration.

Verify resource and launch contracts

For each buffer node, test first and last rows/elements and a partial final workgroup. Buffer iteration domains can differ from image domains. Declare launch geometry using the installed contract and confirm which invocations actually ran; a correct first tile does not prove the entire output was written.

A published buffer can arrive as raw bytes. Interpret it only using the node's explicit element type, stride, lane count and layout. Do not infer a float image from the byte mapping's shape. Independently validate matrices with a known world point and projected endpoint; distinguish USD row-vector transforms from column-vector projection math.

Prove scalar and vector-array lane counts with nonuniform fixtures before uploading full geometry. Size large outputs on the GPU rather than creating full-resolution Lua tables. Separate node responsibilities or reuse existing triangle data when an additional edge array exceeds the launch-script budget.

Treat launch-script descriptor reuse, host-to-GPU upload reuse and GPU work reuse as separate measurements. A static descriptor alone does not prove that geometry stays resident or that the shader skips a frame. Inspect cache/upload warnings and profile the actual target before promising a transfer-free path.

Capability and fallback

Advertise a processed output only after it maps with the intended format and contains plausible results. Resolve required-guide failures before publishing an effective style. Keep current color or the last good frame available, but report requested/effective mode and the failed layer explicitly. A live fallback is not successful execution of the requested graph.

Validate the graph and the presentation

Start with distinct RGB surfaces and an identity or independently specified transform. Compare source and output from the same step, before compression. Record formula, channel order, rounding, tolerance and alpha policy. Verify that input contains color and that the transform changes the expected pixels.

For geometry graphs, validate projection, bin membership and private depth independently before comparing the final image. Check overflow and near-plane cases. Compare against a pinned previous implementation on identical inputs; separate image-equation parity from differences in a replacement rasterizer.

Exercise parameters, repeated source/processed toggles, orbit/pan/zoom, stage reload, actual RenderProduct resize and shutdown/restart where supported. Browser resize may change only presentation size. Capture the real viewport or stream and verify changed pixels, not merely a selected menu or decoded-frame counter. Measure warm baseline/graph costs, memory growth, current-camera latency, and actual unique presented frames.

Lens distortion and other sampling effects

Use a custom sampling node when the effect needs more than documented built-in arithmetic. Define output-pixel to source-coordinate mapping, camera intrinsics, radial/tangential coefficients, interpolation and outside-image policy. Test identity and a calibration grid before enabling the effect on a viewer.

Color can use filtered sampling; IDs require nearest sampling and normals/depth need validity rules. Apply matching inverse coordinates to picking and scene marks. Compose screen UI after the warp when it must remain readable. A lens warp is a separately validated effect, not a capability implied by an X-Ray shader or generic SPG support.

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

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Download ZIP

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