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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/stylized-visualization/README.md

Stylized visualization with SPG

Use this reference for toon, ink, clay, blueprint, halftone, hatch, rim, technical illustration, presentation X-Ray, feature/silhouette strokes and explicit wireframe modes. Build their image and geometry processing on OVRTX Sensor Processing Graphs. The UI selects parameters and displays the resulting pixels; it does not render the USD scene.

Build from this package

For a new implementation, follow the implementation sequence. It provides a minimal USD/Lua/CUDA node, resource schemas, projection/depth and stroke algorithms, composition equations and runtime control flow. Use style-recipes.md for the complete preset equations. No existing sample or previous shader implementation is a prerequisite.

Read order

  1. SPG processing: owning SDK documentation, node interfaces, resources, publication and presentation boundaries.

  2. Style recipes: preserve the 14 named presets, numerical defaults, stroke language and intentional fallback identities.

  3. AOV guide contracts: accepted color, normal and ID semantics, capability probes and missing-guide behavior.

  4. Geometry and compositor delivery: complete SPG depth, feature/silhouette projection, stroke and composite contracts.

  5. Reproduction validation: numerical, temporal, current-camera and real-time evidence; genre resemblance is insufficient.

For ordinary tessellated USD X-Ray, add mesh X-Ray. For a new look without a named recipe, add style composition. Read the selected viewer delivery recipe and AOV switching when the app exposes source/processed output selection.

For exact CAD, first resolve dependencies and upstream USD BRep guidance, then read BREP source adaptation. BREP is optional: ordinary USD Mesh sources do not need a modeling kernel.

The complete processing graph

USD + committed camera/material/light state -> OVRTX RenderProduct
    color + verified normal/ID guides -> immutable image pass(es)
    accepted geometry -> clip/project triangles -> bounded bins -> private depth
    feature/silhouette data -> project strokes -> bounded bins
    image + depth + strokes -> premultiplied composite -> processed RGBA AOV
    -> existing viewport/encoder conversion and delivery

SPG owns the custom GPU processing, including geometry depth and stroke composition when those layers are required. The normal implementation does not map every guide into Python, run a Warp presentation chain, or round-trip a GL framebuffer through the host. Warp remains useful for validation or the existing transport conversion; it is not the primary style graph. A separately benchmarked legacy compositor may remain an explicit compatibility path, not the SPG claim.

Preserve source LdrColor. A single processed RGBA8 output such as LdrStylized can serve several style aliases through a mode parameter; aliases are app metadata, not native AOVs or fourteen simultaneous image allocations. Validate that the selected alias maps the processed resource at the actual delivery boundary. Publish intermediate outputs only for a real consumer or probe.

Keep the existing application owner

Author viewer state and graph wiring in the session/composite layer. Source USD and existing stage lights remain authoritative; a viewer lighting rig is opt-in. Materials and lighting are not migrated into image equations.

The render owner drains commands, commits the camera/transforms/style values, steps the renderer, maps the final processed output, converts format if needed, and hands owned pixels to the existing presentation path. Keep established OVStage or legacy stage integration and synchronization intact. Callbacks enqueue changes only. Do not substitute a new scene loader or renderer thread merely to follow an SDK example.

On scene changes, rebuild accepted geometry, reject stale worker results and invalidate parameter/resource capabilities. On resolution changes, rebuild resolution-dependent resources and revalidate output shape. Camera-dependent projection/depth/strokes must use the pose committed for that same frame.

Image passes and preset policy

Make preset identity, guide requirements, numerical defaults, fallback and stroke policy server-owned data. Keep bounded user adjustments separate. Return requested/effective mode and degradation reasons; client state alone cannot establish a running style.

Implement the recipe equations by named channels. The source recipes may describe BGRA transport bytes; native color textures are RGBA. Retain original palettes, thresholds and rounding while moving processing before the one transport swap. Preserve alpha. Normal and ID inputs must meet their observed guide contract.

Neighborhood passes read immutable inputs and write separate outputs. A multistage Rim or Clay effect needs explicit internal intermediates where its source has scratch boundaries. Use stable screen/object/world pattern coordinates, nearest ID reads and clamped image borders. Do not introduce frame-random marks. Animated Blueprint phase follows monotonic time with its specified decorative cadence; projection stays current on every applied camera change.

For reproduction, compare the previous equations to the SPG node on identical raw inputs before comparing screenshots. Floating-point contraction can change thresholded patterns; match the specified arithmetic and rounding when exact byte parity is required. Choosing a new palette or stronger filter is a new look, not a silent migration correction.

Features, silhouettes and full wireframe

A feature line is a genuine boundary, authored design feature or selected sharp crease. Duplicate vertex indices and tessellation diagonals on smooth surfaces are not sufficient evidence. Weld carefully, discard triangles collapsed by welding before counting adjacency, and reject numerical micro-segments. Report nonmanifold topology instead of automatically turning it into decorative spokes.

Keep view-dependent silhouettes separate and solid. Include passive supports and occluders within the declared style scope; selection/animation membership must not determine which meshes receive the style.

An explicit Wireframe mode is separate from the canonical 14 style recipes. It intentionally includes every accepted triangle edge, including smooth-surface edges and triangulation diagonals. Declare visible-only versus faint rear edges and whether surface fill is present. Full wireframe must not be a partial set of topology accidents. Deriving edges from existing triangles in a separate SPG node can avoid duplicating a large launch-script input. Duplicate edge emissions need an overlap rule that does not darken shared edges twice.

Technical and X-Ray presentation

The image pass creates the recipe's shell/form treatment. Rear topology comes from the geometry pass; foreground color, normals, IDs and one depth AOV cannot reconstruct hidden surfaces. Project the accepted occlusion mesh into a private depth buffer, classify visible/hidden feature strokes against that same camera, and compose quiet rear marks before visible features and solid silhouettes. Preserve Solid's opaque stock-fill behavior and the source stroke ordering.

This is a presentation X-Ray, not physical transmission or analytic BREP rendering. A cheaper continuation mode may show through-lines without correct visibility classification, but must have a distinct capability and label.

Capabilities, performance and proof

Resolve graph/guide support against the installed release before exposing controls. Missing guides or geometry choose an explicit recipe fallback; missing processed output keeps the app live on color while reporting failure. An image-only fallback must not be advertised as hidden-line X-Ray.

Cache topology by revision, but measure descriptor reuse, uploads and GPU work separately. Bounded bins require a correctness-preserving overflow strategy; dense overflow scans can dominate the frame. A same-device SPG graph is not inherently a real-time graph. Record warm base/style costs, memory, unique presented motion and camera latency. Follow the declared performance profile before claiming full-style real time.

Verify each graph stage, then the final viewport/stream. A correct image pass can conceal a projection node that ran only its first row. Preserve raw-image parity and replacement-rasterizer comparisons as separate results. Test clean smooth tips, real sharp edges, support occluders, holes, complete wireframe, line disable, camera motion, stage changes and actual render resolution changes.

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

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip