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/streaming-viewer-recipe/client-protocol.md
Streaming Client And Protocol
The connection and SDK envelope contracts apply to the chosen browser framework. React provider and widget examples below are optional assembly patterns. Implement only messages/capabilities requested by the app; event names must match both ends.
7. Build The React WebRTC Client
Do this in frontend/src/streaming/ and frontend/src/App.tsx:
Create a streaming provider that resolves host and signaling port from URL parameters first, Vite build-time environment variables second, a runtime
stream.config.jsonfile third, and browser hostname plus default port last. Follow the per-field resolution and validation rules in Config Resolution.Render the video element with the exact id expected by AppStreamer before attempting to connect.
Connect with the Direct stream mode, resolved signaling host/port, fixed width/height, and explicit H264 codec policy from a stable React effect.
Before connection, record an embedded-host H264 preflight; after connection, verify an actual decoded frame rather than treating signaling or
onStartas video proof.Style the video with
object-fit: containso the fixed-resolution stream scales to the available page area without distortion.Expose status, error message, connection lifecycle events, a guarded send helper, and custom-event subscription to the rest of the app.
Mount the viewport video first, then overlay DOM controls such as toolbar, scene picker, tree, property panel, status, and settings.
Clean up custom-event subscriptions on component unmount.
Critical contracts:
Use
signalingServerandsignalingPortas in the owning client example;serveris a legacy fallback.Do not configure
mediaServerormediaPortfor the browser client. SDP negotiates media.Do not construct sign-in URLs, append custom signaling paths, or add auth/session fields to the browser WebRTC config. Orchestrators may launch and route the session, but the frontend should receive a standalone
ovstreamDirect host and signaling port.The video element must exist before connect starts.
Embedded hosts: before connecting, record iframe status and the availability/result of
navigator.mediaCapabilities.decodingInfofor H264 when present. This is advisory: an unavailable capability API in Tableau or another host frame must not cause an automatic codec rejection. Continue with the explicit H264 DirectConfig, then require decoded-frame proof.Gate initial data-channel sends on connected status. Connected status means confirmed SDK start success, not just a resolved
IN_PROGRESSresult. Follow client readiness.Keep the
streamer.connect()effect dependent only on immutable connection config. Do not let stateful message routers recreate the effect afteropenStageResult,getChildrenResult, or status events arrive.Catch rejected
streamer.sendMessage()Promises during connect/disconnect windows.Give DOM overlays explicit
z-indexabove the video layer.Use modest reconnect settings to avoid repeated
previous session already runningchurn.Let the streaming library forward mouse, keyboard, wheel, and touch input through NVST's native input channel. Only use
mouseInputafter the explicit native-callback failure diagnostic inviewer-input-routing; fallback and native input must never run together.Do not send viewport-size messages when CSS layout changes. Keep the stream fixed and rely on NVST letterbox coordinate mapping.
Decision points:
If the app should auto-load a default scene, send
openStageRequestonly after confirmed SDK start success. Do not wait for a decoded scene frame; an idle server may need the request before it can render that frame.If the server loads an initial scene before the browser connects, rely on server initial-state push rather than requiring the frontend to guess.
If the user wants a dense tool UI, keep it as DOM overlay around the video. Use server-side overlays only when they must be part of the streamed pixels.
If the client runs from a different machine, expose host and signaling port through URL parameters.
Production stream.config.json
For static production builds, fetch an app-owned stream.config.json at startup
before resolving the connection. Place it beside the served app entry point
(e.g., in the frontend dist/ directory):
{
"signalingServer": "<server-ip-or-hostname>",
"signalingPort": 49100
}signalingServer: Hostname or IP of the standalone ovstream signaling server, reachable from the browser; no URL scheme, path, or auth/session fields.signalingPort: Integer WebSocket signaling port (default49100).This JSON is application configuration, not an SDK connection profile. Map these two resolved values to
DirectConfig.signalingServerandDirectConfig.signalingPortin the Direct example. Keep its fixed resolution, explicit H264 policy, callbacks, and media element IDs. Omitserver,mediaServer, andmediaPort; SDP negotiates media.
Resolve each field using URL parameters > Vite build-time environment variables >
runtime JSON > browser hostname/default port, as specified in
Config Resolution. Vite embeds
VITE_* values at build time; they work in production but changing a container's
environment after building does not update the bundle. Editing the runtime JSON
requires no rebuild and takes effect at the next app startup, provided a higher
priority URL or built-in environment value does not override that field. Serve
fresh configuration at startup (e.g., fetch with cache: 'no-store'). Dev-server
proxying does not apply to a static production server.
Common failure modes:
An embedded host can hide
MediaCapabilitieseven when the Direct H264 path is viable. Log that absence and validate the same viewer standalone and in the host frame; do not silently substitute a codec or browser renderer.A resolved
connect()Promise oronStartwithout an advancing decoded-frame count is not a working video stream.Connecting before the video element exists produces a connection that cannot display video.
Setting media port to the signaling port produces connected-with-no-video failures.
Sending requests before data channel readiness drops initial scene loads.
Waiting for a decoded scene frame before sending
openStageRequestcan deadlock idle servers because no stage frame is decoded until the request arrives.One rendered frame then black can be caused by React effect cleanup calling
streamer.terminate()after normal app state updates.A frontend waiting for
getChildrenResponsewhile the server sendsgetChildrenResultleaves the tree empty.
Read for depth: see references/streaming-client and references/streaming-lifecycle for the full React/AppStreamer contract.
8. Define The Data-Channel Protocol
Do this before wiring UI features:
Define the app envelope as
event_typepluspayloadin both directions.On WebRTC, register
on_app_message: it already receives inner application JSON. Do not unwrap the SDK envelope again. Raw non-WebRTC transports use the explicit adapter inreferences/streaming-messages/README.md.Register handlers by exact event name.
Validate each payload before mutating renderer or USD state.
Send all responses and pushed events through one guarded send helper.
This shared example message set supports a complete viewer. Implement only the requested capabilities; an existing app protocol may use other names:
| Flow | Client event | Required payload | Server event | Required payload |
|---|---|---|---|---|
| Open scene | openStageRequest | url | openStageResult | url, result, optional error |
| Reset scene | resetStageRequest | empty object | openStageResult or loading/error events | current URL/result |
| Loading state | loadingStateQuery | empty object | loadingStateResponse | url, loading_state |
| Progress amount | none | none | updateProgressAmount | amount |
| Progress activity | none | none | updateProgressActivity | activity |
| Get hierarchy children | getChildrenRequest | prim_path, optional filters | getChildrenResult | prim_path, children |
| Get properties | getPropertiesRequest | prim_path | getPropertiesResponse | prim_path, properties |
| Select prims | selectPrimsRequest | paths | stageSelectionChanged | prims |
| Make prims selectable | makePrimsSelectable | paths | optional status/error | implementation-specific |
| Make scene pickable | makePrimsPickable | optional filters | optional status/error | native pickability state |
| Get variants | getVariantsRequest | prim_path | getVariantsResponse | prim_path, variants |
| Set variant | setVariantRequest | prim_path, variant_set, variant_selection | getVariantsResponse plus reload/dirty events | updated variants |
| Set render setting | setRenderSettingRequest | setting key and value | renderSettingsChanged | full effective settings plus result, applied, applies_at, requires_reload, optional message |
| Query render settings | getRenderSettingsRequest | empty object | renderSettingsChanged | full effective settings plus supported-setting capabilities |
| Camera command | cameraCommandRequest | command and optional values | cameraStateChanged | current camera state |
| Fit camera | fitCameraRequest | optional target prim path | cameraStateChanged | current camera state |
| Error | none | none | viewerError | code, message, optional context |
Critical contracts:
Client and server event names must agree exactly. The shared example uses
openStageResult,getChildrenResult, andstageSelectionChanged; these are application events, not SDK-reserved names.paths: []inselectPrimsRequestclears selection.Children semantics must be stable: expandable-but-not-loaded is truthy, loaded children is an array, and leaf is null or absent.
Properties and variants responses must include the requested
prim_pathso the frontend can ignore stale responses.Message handlers that load scenes, set variants, or change heavy settings must enqueue work for the render thread.
Message handlers that only query cached state may respond immediately if they do not touch renderer-owned state.
setRenderSettingRequestmust reject keys that are not in the server capability list. Success means the active viewer state changed, or an explicit non-live action was accepted.For runtime prim discovery, use the application-owned OVStage adapter's
runtime.query_prims(...)/query_prims_async(...)and return copied, resolved path strings as described inreferences/stage-hierarchy. Direct renderer queries are only for standalone renderer-owned compatibility paths. Use apxrworker only for queries the runtime cannot supply; keep native picking and renderer-visible selection groups on OVRTX.Push
openStageResultand rootgetChildrenResultafter a client connects if a stage is already loaded.
Decision points:
If stage hierarchy queries are slow or risky in the renderer process, move them behind a subprocess owned by
stage_queries.py.If multiple UI panels can request the same data, make responses idempotent and keyed by prim path instead of relying on request ordering.
Keep implemented message names in one app-owned definition; do not add unused optional handlers just to reproduce the example table.
Common failure modes:
Using raw-envelope parsing on WebRTC
on_app_messagecan drop already decoded application events. Keep transport adaptation at its boundary.A response name such as
getChildrenResponsefails if the app client expectsgetChildrenResult; this is an application agreement, not SDK versioning.Sending app state before the data channel is ready causes permanent loading indicators unless initial state is pushed on connection.
Read for depth: see references/streaming-messages, references/streaming-lifecycle, and references/stage-hierarchy for the full protocol and query contracts.
14. Wire Frontend Components
Do this after the stream connects and core messages work:
Viewportrenders the video element and any DOM overlay controls.Toolbarsends fit camera, reset view, render settings toggle, and debug view commands.ScenePickerlists available scenes and sendsopenStageRequest.StageTreerequests children lazily and sendsselectPrimsRequeston row selection.PrimInfoPanelsubscribes to selection and requests properties/variants for the active prim.RenderSettingsPanelrenders backend-advertised capabilities, displays effective settings, and sends validated changes.StatusBardisplays connection, loading state, current scene, FPS if available, and latest viewer error.
Critical contracts:
The video element id must match AppStreamer config exactly.
Keep data-channel sends behind the streaming provider's connected-state guard.
Treat server events as authoritative for loaded scene, selection, settings, and errors.
Do not duplicate pointer input handling in DOM unless it is for UI widgets outside the video viewport or the verified, mutually exclusive
mouseInputfallback.Clean up event subscriptions when components unmount.
Decision points:
If a panel is optional, still keep the provider and message types stable so the feature can be added later.
If a UI widget overlaps the video, ensure it does not intercept pointer events meant for camera/selection unless the widget is actively being used.
If the app needs keyboard shortcuts, decide which shortcuts are browser UI shortcuts and which should pass through to the streamed app input path.
Common failure modes:
DOM overlays intercept all pointer events and camera controls stop working.
Frontend local state diverges when it assumes requests succeeded instead of waiting for server events.
Components leak subscriptions and process every server event multiple times after navigation.
Read for depth: see references/streaming-client, references/streaming-messages, and references/streaming-lifecycle for the full frontend contracts.
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
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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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