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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/line-compositor-delivery.md

SPG geometry, depth and stroke delivery

Use this contract for any style that promises explicit features, silhouettes, dashes/dots, hidden strokes, Solid stock fill or full wireframe. Read SPG processing before authoring nodes.

Path decision

The primary path is a complete SPG graph: geometry upload -> projection -> private mesh depth -> feature/silhouette projection -> stroke composite -> processed AOV. This feeds WebRTC, SHM, ovui or native presentation through their existing output boundary. No GL context or host framebuffer readback is needed for this custom style path.

A native C++ application may retain its validated GL overlay for UI/gizmos or an explicit legacy line adapter. An existing ModernGL readback/upload renderer is useful as a migration oracle or separately measured compatibility implementation; it is not the default SPG architecture or an excuse to report its pixels as SPG. Do not assume a native OVRTX feature-line API exists without public evidence.

Accepted geometry and scope

The geometry provider supplies owned occlusion triangles [T,3,3], feature segments [E,2,3], silhouette candidates [S,2,3] with adjacent normals, stable edge IDs/pattern origins, and geometry/transform revisions. Record matrix layout and whether coordinates are object or world space. Transfer arrays and files across workers, never borrowed SDK handles or stage objects.

The supported mesh profile is resolved finite triangles, subdivision none, render-visible default/render purpose and current transforms. Deterministically resolve polygons, holes, subdivision and instances before extraction, or exclude and report unsupported data. Do not silently promise deformations or prototype expansion when the adapter handles only static meshes.

Cache topology in deterministic prim/face/edge order. Canonical geometric thresholds remain a weld step of max(bounds_diagonal*1e-6,1e-7), a 30 degree crease threshold and coplanar rejection at cos(1 degree), unless a deliberately named source-compatible profile specifies others. Record the effective profile; do not change thresholds invisibly during migration.

After welding, reject collapsed faces before building edge adjacency. Keep valid boundaries and sufficiently sharp two-face creases; suppress coplanar internal edges and duplicate-index seams on smooth geometry. Exactly two noncoplanar faces provide a silhouette candidate. More than two accepted owners is a reported nonmanifold condition, not an automatic design feature. Authored features may explicitly override a mesh inference policy.

A separate full-wireframe mode projects all triangle edges regardless of crease classification. Include diagonals and smooth regions consistently. It may derive segments directly from triangles in its own node rather than add a large edge array to every line node. Preserve shared-edge overlap semantics.

Resource and node contracts

A practical graph separates:

  1. Triangle clip/projection, emitting explicit vertex count and pixel bounds.

  2. Spatial bins and private nearest mesh depth.

  3. Feature/silhouette projection, emitting bounds, projected endpoints/depth, width, pattern, color, stable phase and validity.

  4. Stroke bins and RGBA premultiplied composition over the style image.

An image output can use a texture/surface while projection, bins and depth use buffers. Bind each backing according to the installed SPG contract; a published buffer's byte view is not an automatically typed image. Allocate large outputs on GPU and bind geometry without constructing full-image Lua tables.

For each kernel, verify the whole domain, final partial group and output stride. Image-derived launch dimensions may be inappropriate for buffer rows. Verify a known projected point and every matrix lane before treating the output as valid.

Spatial bins use conservative bounds that include antialiasing and maximum visible/hidden width. A capacity limit must have a correctness-preserving spill/full-scan strategy or reject the frame explicitly. Never silently drop edges or triangles. Report overflow frequency and benchmark dense views. Preserve source feature-before-outline ordering when the composite depends on it.

Camera, clipping and depth

Use the exact committed OVRTX view/projection, focal/aperture model, viewport, near/far planes and image origin. Distinguish row-vector object transforms from column-vector clip projection and validate with independent endpoint calculations. Clip triangles and segments before homogeneous division. Transform positions and silhouette-facing data consistently under object edits; nonuniform or mirrored transforms need a declared tested normal policy.

Clear private depth to the far value and rasterize the accepted occlusion mesh. For conventional normalized depth, visible strokes use <= and hidden strokes use >; adapt the convention rather than guessing for reversed-Z. Match the source depth-bias behavior intentionally and test it near silhouettes and holes. A custom analytic rasterizer is not automatically pixel-identical to hardware GL.

The foreground ID/depth guides alone are not hidden topology. Include accepted passive supports/occluders even when they cannot be picked or animated.

Stroke and compositing contract

Preserve the widths, colors, patterns and cadence from style recipes. Measure along/across distance in screen pixels after clipping; perspective must not distort stroke width or period. Use round caps and a one-pixel feather, with coverage 1-smoothstep(0,1,distance-half_width).

Canonical independent segments retain their stable world-endpoint seed and per-segment phase. A continuous sampled curve may carry accumulated arc length, but that is a named extension when it changes the canonical pixels. Advance animated phase from monotonic time; Blueprint's decorative update is 12 Hz, while camera/geometry projection refreshes immediately. Silhouettes stay solid.

Compose in this order: style image, quiet hidden feature strokes for Technical/ X-Ray, visible features, visible solid silhouettes. Use the source premultiplied RGBA convention and overlap rule. Transparent strokes use componentwise MAX; Solid first produces stock RGB (0.43,0.72,0.78) and then uses ordered alpha over for dark ink. Preserve image alpha through the final output. Wireframe can use a uniform background with no surface fill and an explicit faint rear tier.

Keep source color and the final SPG output separate. Convert RGBA to BGRA only at a delivery boundary that requires it; do not blend RGBA marks as if their channels were BGRA. Native GPU fences and output mappings remain owned by the selected presentation path.

Revisions, fallback and acceptance

The runtime owner commits parameters and geometry before stepping. Invalidate projection/depth/marks on camera, accepted geometry, transforms, viewport and relevant style changes. Topology does not need rebuilding for a camera move. Descriptor caching alone does not prove cached uploads or skipped GPU work.

If this line graph is unavailable or over budget, choose a declared image-only or compatible legacy result and report the missing tier. Never present stale camera marks as current SPG hidden lines. Benchmark base, image-only and full geometry modes independently before making a real-time claim.

Acceptance includes independent triangle/edge projection, bin membership, overflow stress, private depth, visible/hidden edge samples, deterministic width/pattern/alpha, preserved real creases, clean smooth tips, whole-mesh wireframe, line disable, scene/resolution rebuild and live camera alignment. Compare prior GL strokes on matched geometry, camera and base image, and report localized as well as mean differences separately from image-equation parity.

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

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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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