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/stage-hierarchy/fallback-worker-protocol.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Stage Hierarchy Fallback Worker Protocol
Fallback Subprocess Protocol
Create an app-local worker (suggested name server/pxr_worker.py) and a
parent-side client (suggested class name PxrWorkerClient) when variants, rich
metadata, or relationship targets need isolated OpenUSD queries. These are
modules to implement, not files included in this package. The USD query and
serialization building blocks are in README.md.
Requests and responses are one UTF-8 JSON object per line on stdin/stdout;
logs go to stderr only. Use line buffering (bufsize=1,
reconfigure(line_buffering=True)).
{"cmd":"load","path":"/path/to/scene.usd"}
{"cmd":"get_children","path":"/World","filters":["USDGeom"]}
{"cmd":"get_properties","path":"/World/Cube"}
{"cmd":"get_variants","path":"/World/Chair"}
{"cmd":"set_variant","path":"/World/Chair","variant_set":"color","variant_selection":"blue"}
{"cmd":"get_pickable_bboxes","paths":["/World/Cube"]}
{"cmd":"get_material_map"}
{"cmd":"get_world_transforms","paths":["/World/Cube"]}
{"cmd":"get_root_prim_path"}
{"cmd":"get_prim_count"}
{"cmd":"shutdown"}Success: {"ok":true,...data}. Error: {"ok":false,"error":"..."}. The worker is stateful and single-stage; load stores _stage, and later commands query that loaded stage.
Keep worker and client on this same cmd/ok protocol. Browser message
envelopes are a separate boundary; translate them in the app-message adapter.
Worker Command Standard
Use these command names and response shapes for generated server/pxr_worker.py
and PxrWorkerClient. Do not emit get_base_transforms; the current command
is get_world_transforms.
| Command | Request fields | Success response |
|---|---|---|
load | path | {"ok": true} |
get_bbox | none | {"ok": true, "empty": false, "center": [...], "size": [...], "max_dim": 123.0} |
get_children | path, optional filters | {"ok": true, "children": [{"name": "...", "path": "...", "children": true, "type": "geom"}]} |
get_root_prim_path | none | {"ok": true, "path": "/World"} |
get_prim_count | none | {"ok": true, "count": 1234} |
get_properties | path | {"ok": true, "properties": {"typeName": "Mesh", "visibility": "inherited", "material:binding": "/World/Looks/Mat"}} |
get_variants | path | {"ok": true, "variants": {"color": {"options": ["red"], "selection": "red"}}} |
set_variant | path, variant_set, variant_selection | {"ok": true} |
get_pickable_bboxes | optional paths | {"ok": true, "bboxes": {"/World/Cube": {"min": [0,0,0], "max": [1,1,1]}}} |
get_material_map | none | {"ok": true, "material_map": {"/World/Cube": "/World/Looks/Mat"}} |
get_world_transforms | optional paths | {"ok": true, "transforms": {"/World/Cube": [[...],[...],[...],[...]]}} |
get_pickable_bboxes returns a dictionary keyed by prim path, not a list:
{
"ok": true,
"bboxes": {
"/World/Mesh": {
"min": [-1.0, 0.0, -1.0],
"max": [1.0, 2.0, 1.0]
}
}
}The property payload is intentionally a simple object keyed by display/property names. Include typeName first, serialize authored attributes, serialize relationship targets as strings or string arrays, and add material:binding when UsdShade.MaterialBindingAPI(prim).ComputeBoundMaterial() resolves.
get_children with filters=["USDGeom"] should match the expected selectable
behavior: it includes prims that are themselves geometry, usually
UsdGeom.Mesh, not arbitrary containers that only contain geometry descendants.
Build The Worker And Client
Implement only the commands the app needs. The complete table above describes compatible optional coverage, not a requirement to create another hierarchy or picking implementation. Keep runtime transforms and selection in the viewer owner; worker results describe the worker's composed USD snapshot.
Start the worker with an explicitly configured worker-environment Python executable, the generated script's absolute path, UTF-8 text pipes, and unbuffered output (
-u). Resolve that environment through dependencies. Do not inherit renderer native library search paths into an isolated USD worker without verifying them.The worker imports
pxr, stores one activeUsd.Stage, and dispatches requests through acmd-to-handler dictionary. Its stdin loop catches JSON, validation, and handler errors and emits exactly oneok: falseresponse; successful handlers emitok: truewith the table's fields. Flush every response. On EOF exit; onshutdownacknowledge then exit. Unknown commands return an error rather than crashing the process.For
load, open a candidate stage and check it before replacing the active stage. Use an anonymous session layer for temporary variant edits so the source USD is never saved or modified. Reject other commands until a stage has loaded.get_children, properties, variants, bounds, root detection, and JSON serialization use the building blocks in README.md.For optional
get_world_transforms, useUsdGeom.XformCache(Usd.TimeCode.Default()).GetLocalToWorldTransform(prim)and serialize four matrix rows. Forget_pickable_bboxes, compute each requested geometry prim's aligned world bound withUsdGeom.BBoxCache; omit empty bounds. Forget_material_map, resolveUsdShade.MaterialBindingAPI(prim).ComputeBoundMaterial()and return concrete material paths. Do not invent anEffectLayersuffix unless that prim actually exists for the app's material-effect workflow.In the client, allow one outstanding request per worker using a lock or a dedicated request queue. This protocol has no request ID: write one line, flush, read exactly one response. Drain stderr separately to a bounded log or file so a full pipe cannot deadlock the worker. Keep blocking requests off UI and ovstream callback threads.
Bound each request with a timeout. Use a background stdout reader and a queue rather than an unbounded
readline()on the caller thread. EOF, malformed JSON, broken pipes, and timeout invalidate that client session. Terminate and join it before restarting: a late response must never be consumed as the next request's result. Reload the current scene into a new worker before serving queries again.Carry the viewer's scene generation alongside each queued request and result. Discard stale results after load/reset. Changing a variant in this worker changes only its snapshot: return the accepted variant choice to the runtime owner, which rebuilds/publishes the viewer session as described in stage management. Invalidate metadata, bounds, and material caches after recomposition.
On shutdown, stop accepting requests, send
shutdownwhen the channel is healthy, wait with a deadline, then terminate/kill and reap if necessary. Close pipes and join reader threads. Stop and restart must be safe after partial startup as well as normal use.
Validate with a small authored stage: query before load, successful load, missing prim, invalid JSON/command, worker crash, timeout, scene switch during a query, and shutdown. Variant changes must appear in the rendered viewer after owner publication and leave the original USD unchanged.
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