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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/streaming-viewer-recipe/interaction-features.md

Streaming Interaction Features

9. Add Camera Controls

Read references/viewer-input-routing first for transport button mapping, viewport ownership, wheel deltas, and click-vs-drag dispatch. Then implement camera math in server/input_router.py and server/camera_controller.py:

  • Track mouse press, movement, release, buttons, wheel, keyboard modifiers, and viewport dimensions from ovstream InputEvent callbacks.

  • Native NVST coordinates are already mapped to render-image pixels. Pass them through unchanged; only app-owned DOM/fallback coordinates need the documented letterbox/scale transform.

  • Use drag thresholding so a short left press/release selects and a left drag orbits.

  • Support orbit, pan, dolly/zoom, wheel zoom, fit-to-stage, and optional WASD fly mode when requested.

  • Set camera aspect from the fixed RenderProduct resolution; keep horizontal aperture stable and derive vertical aperture from height / width.

  • Sanitize camera state before input handling and before writing matrices.

  • Enqueue the viewer camera's local omni:xform through the OVStage runtime adapter, then publish it before rendering the committed ordinal. Use direct renderer writes only for an explicitly standalone compatibility path.

Critical contracts:

  • The camera is a USD prim. Camera movement writes omni:xform on the viewer camera path.

  • Use the row-vector matrix layout expected by USD/ovrtx: basis vectors in rows and translation in the final row.

  • Clamp elevation away from straight up/down singularities.

  • Clamp camera distance above a small positive minimum.

  • Skip camera writes when any matrix value is non-finite.

  • Use the same world-up convention as the scene when fitting and orbiting.

  • Left-click selection fires only on release if movement stayed below the drag threshold.

  • Do not use JSON messages for routine pointer movement.

  • The browser displays the fixed-resolution stream with object-fit: contain; use the letterbox transform for any app-owned coordinate math, while NVST handles stream input mapping.

Decision points:

  • If the user wants DCC-style navigation, use Alt+left for orbit, Alt+middle for pan, and Alt+right for dolly while preserving left-click selection.

  • If the user wants simple browser navigation, use left drag orbit, middle drag pan, right drag dolly, and wheel zoom.

  • If the stage has an authored camera and the app policy is to use it, initialize viewer camera settings from that camera before allowing interaction.

  • If the user requests camera UI buttons, send high-level camera commands over the data channel; keep continuous pointer input in ovstream input.

  • If the user requests runtime transform controls, expose them as optional backend capabilities and route accepted changes through the render/runtime owner. Do not let React write renderer or OVStage state directly.

Common failure modes:

  • Putting matrix basis vectors in columns instead of rows places the camera inside, behind, or under the scene.

  • Ignoring letterboxing makes picks and orbit centers offset from the visible image.

  • Treating every left release as selection causes accidental selections after orbit drags.

Read for depth: see references/viewer-input-routing, references/camera-controls, and references/stage-hierarchy for the full input, camera math, and bounds contracts.

10. Add Object Selection And Highlighting

Do this in server/selection_controller.py; the completed click gesture should come from references/viewer-input-routing:

  • On completed click release, take the native render-pixel coordinate (or map DOM/fallback coordinates once), then normalize the query rectangle for the OVRTX pick API as in native-picking-selection.

  • After the next render step, read the synthetic ovrtx_pick_hit render var, validate its params, resolve primPath ids to USD prim paths, and deduplicate the result.

  • Maintain selected prim paths in server state.

  • Send stageSelectionChanged whenever selection changes.

  • Support selectPrimsRequest from the frontend for tree-driven selection.

  • Clear selection on selectPrimsRequest with an empty path list, scene reset, or scene switch.

  • Apply selection groups through the renderer-owned OVRTX native helpers, including while attached to OVStage; do not author outline attributes in USD.

Critical contracts:

  • Native input arrives in render pixels; Python pick query rectangles use normalized coordinates (left_ndc, top_ndc, etc.). Normalize once using the fixed render size. Do not apply a second letterbox transform to native NVST coordinates.

  • Selection state is server-authoritative. The frontend mirrors it from stageSelectionChanged.

  • Enable selection outlines at renderer creation and set per-group outline/fill colors with Renderer.set_selection_group_styles(...).

  • Use renderer selection helpers to clear group 0 and assign selected prims to a non-zero group such as 1.

  • Do not let selection picking run while the scene is loading or the renderer is resetting.

  • Check operation status for the stage load, render step, and pick query before changing selection. An empty or failed pick should not corrupt the previous selected state.

Decision points:

  • If the user only asks for tree selection, implement selectPrimsRequest first and defer click picking.

  • If the user asks for visual highlight, use native selection outlines after selection state works.

  • If the user asks for hover, multi-select, or marquee selection, extend the protocol with explicit event names and keep final selected state server-authoritative.

  • If selection needs property display, trigger or expect a getPropertiesRequest for the selected prim rather than stuffing full properties into every selection event.

Common failure modes:

  • Selection appears offset when coordinate transforms ignore video scaling or letterboxing.

  • No pick result arrives when the query was enqueued for a different RenderProduct than the next renderer.step().

  • Highlight persists across scene loads when old selection outline groups are not cleared.

  • Frontend and server selection diverge when the frontend mutates local selection without waiting for stageSelectionChanged.

Read for depth: see references/viewer-input-routing, references/object-selection, references/selection-feedback, and references/prim-info-display for the full input, picking, highlighting, and info contracts.

11. Add Scene Switching And Asset Browsing

Do this in server/scene_manager.py, server/assets.py, and frontend/src/components/ScenePicker.tsx:

  • Build a server-side scene registry from configured local sample paths or an allowed asset root.

  • Expose scene choices to the frontend through a message or static config that does not leak arbitrary server filesystem paths.

  • When the user selects a scene, send openStageRequest with the scene URL or registry id.

  • Prepare the new composite, then serialize activation through the runtime owner: finish old operations, release scene resources, detach/replace the OVStage and publish the new scene. Clear stale state and resume streaming. Use stage-management; renderer reset is not attached-stage replacement.

  • Send loading progress/activity events during long loads.

  • Send openStageResult after load success or failure.

  • Send root hierarchy after successful load or when the frontend requests it.

Critical contracts:

  • Never call renderer.step() concurrently with scene reset/load.

  • Preserve render settings across scene switches unless the user explicitly asks for per-scene settings.

  • Preserve camera across scenes only when that policy is requested and the old camera state is valid for the new bounds; otherwise fit to the new stage.

  • Recompute hierarchy, properties cache, variants cache, bounds, pickability filters, and selection outline state for the new stage.

Decision points:

  • If assets are local files, validate paths against an allowed root and reject traversal outside it.

  • If assets are cloud-backed, use references/cloud-assets and keep cloud logic behind the same asset registry interface.

  • If scene load fails, keep the previous scene streaming if it is still valid, or enter idle/error state with a clear frontend error.

  • If variant changes require stage reload, route them through the same load lock and loading-state path as scene switching.

Common failure modes:

  • Leaving render loop active during reset produces intermittent crashes or corrupted frames.

  • Not clearing caches after scene switch shows stale tree children or properties.

  • Persisting a camera blindly can place the viewer far away from a very different scene.

  • Returning raw absolute server paths to the browser exposes local filesystem details.

Read for depth: see references/stage-management, references/stage-loading, references/stage-hierarchy, and references/cloud-assets for the full scene switching and asset contracts.

12. Add Hierarchy, Properties, And Variants

Do this in server/stage_queries.py, frontend/src/components/StageTree.tsx, and frontend/src/components/PrimInfoPanel.tsx:

  • Query root children after a scene loads.

  • Load tree children lazily through getChildrenRequest.

  • Represent each prim with name, path, type, and child-load state.

  • Fetch properties for the selected prim through getPropertiesRequest.

  • Fetch variants through getVariantsRequest and apply changes through setVariantRequest.

  • After variant changes, refresh affected hierarchy, properties, bounds, and selection if the variant changes composition.

Critical contracts:

  • Do not perform long USD traversal in ovstream callback threads.

  • Include prim_path in every response so the frontend can discard stale data.

  • Keep children response semantics consistent with the frontend tree implementation.

  • Do not assume all USD property values are JSON-serializable without conversion. Normalize arrays, tokens, paths, numbers, booleans, and fallback display strings.

  • Avoid loading the entire stage tree by default for large scenes.

Decision points:

  • Use ovrtx query_prims for basic hierarchy roots and prim discovery whenever it provides the needed data.

  • Use native runtime queries for basic hierarchy roots and prim discovery whenever they provide the needed data.

  • Use a subprocess query mode for remaining pxr queries unless direct imports are explicitly verified for the exact OVRTX/OVStage/USD wheel set.

  • If the user asks for full property editing, treat it as a separate feature and add explicit edit/apply/reload contracts.

Common failure modes:

  • Large scenes freeze the stream when the full hierarchy is traversed synchronously.

  • Non-serializable USD values break data-channel sends.

  • Variant changes leave stale property and child rows unless caches are invalidated.

Read for depth: see references/stage-hierarchy, references/prim-info-display, and references/streaming-messages for the full hierarchy and property contracts.

13. Add Render Settings And Lighting Controls

Do this in server/render_settings.py, server/settings_store.py, and frontend/src/components/RenderSettingsPanel.tsx:

  • Define a small persistent settings model for validated render settings, camera policy, segmentation/debug state, stream/profile defaults, and non-live defaults after the backend capability list is known.

  • Build a server-owned supported-settings capability list from verified backend apply paths. The frontend render settings panel must render from that list, not from hard-coded optimistic controls.

  • Load settings at server start.

  • Apply validated immediate settings and accepted profile/default settings after every scene load.

  • Send the effective settings and capabilities to the frontend after connection and after every change.

  • Persist user changes after validation.

  • Keep scene-independent settings separate from scene-specific transient state.

Critical contracts:

  • Do not add viewer lights by default. Only create viewer-owned lights when the user requests lighting controls.

  • If changing a user-selected fixed resolution, treat it as a render product and stream config change with explicit reconfiguration or restart. Do not tie stream resolution to browser CSS viewport size.

  • If changing render vars, update scene setup and frame extraction together.

  • Persist validated settings across scene switches.

  • Validate every setting value from the client before applying it.

  • Reject unsupported setting keys. Do not report success for client-side form state alone.

  • Send the full effective settings after applying a change so the UI reflects clamped values, applied, applies_at, requires_reload, and any message.

Decision points:

  • If the user wants a basic Omniverse Realtime Viewer, provide only verified immediate controls by default. AOV/debug view is acceptable when implemented through aov-switching; exposure/tone mapping are acceptable only when backed by frame conversion or a verified ovrtx path.

  • If the user wants material or renderer internals, read references/render-settings before exposing them.

  • If the setting can be applied live through ovrtx attributes, enqueue a render-thread command.

  • If the setting requires stage reload, expose it as an explicit render-profile or scene-load action rather than a live control.

  • If the user wants pick-driven effects or physics impulses, advertise those as separate optional capabilities and use streaming-messages extension patterns rather than folding them into generic render settings.

Common failure modes:

  • UI says a setting changed while the renderer is still using the old value because the server did not echo effective settings.

  • UI exposes controls that cannot apply because React hard-coded settings that the backend did not advertise as capabilities.

  • Viewer-created lights change the look of authored scenes unexpectedly.

  • Resolution changes break video because the frontend, ovstream config, render product, and frame pitch no longer agree.

Read for depth: see references/render-settings and references/stage-management for the full settings contract.

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)
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