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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/reproduction-validation.md

Stylized Reproduction Validation Profile

Use this profile before claiming that an app recreates the canonical presets or runs them at real-time rates. It deliberately separates image fidelity, temporal stability, renderer throughput, browser decoding, presentation, and capture cadence.

Contents

  • Canonical Fixture

  • Canonical Camera Evidence

  • Fidelity Gates

  • Temporal Gates

  • Real-Time Counters

  • Evidence Packet

Canonical Fixture

Use two neutral, nonproprietary fixtures:

  1. Smooth fixture: sphere, cylinder, torus segment, and concave blend in one view. It exposes banding, rim stability, normal orientation, and hatch swim.

  2. Hard-surface fixture: a hollow tube connecting two broad circular flanges, a central bore, shoulders, and twelve evenly spaced through-holes per flange. Tessellate to roughly 5k-10k triangles and retain at least 2k explicit feature edges. It exposes hidden lines, repeated dash phase, silhouettes, occlusion, and topology density.

The fixture may be authored directly in USD or produced by any geometry system. The visualizer must consume ordinary render meshes and optional generic feature metadata; the validation asset must not require a modeling-kernel dependency.

Normalize the object to a world-space bounds diagonal of 4.0, center its bounds at the origin, and use Y-up. Target the origin from distance 6.0. Use a 1920x1080 RenderProduct, focal length 24.0 mm, horizontal aperture 20.955 mm, vertical aperture 20.955/(1920/1080) mm, near 0.01, far 500000, and the canonical studio rig from style-recipes.md. The capture fixture has no authored lights; canonical capture automatically enables only that viewer-owned rig for every preset. Interactive viewers remain stage-lit unless the separate lighting control is set to studio.

This repository does not ship a fixture USD or golden images. Therefore use recipe_conformant for results that pass the numerical recipes and tolerances below. Reserve reference_image_identical for a downstream project that pins a public runtime and publishes its exact fixture, camera matrices, and goldens.

Canonical Camera Evidence

Capture fixed views at azimuth/elevation degrees:

  • front three-quarter: (28, 20);

  • rear three-quarter: (208, 20);

  • high technical: (42, 38);

  • grazing close-up: (82, 8) at distance 3.333333.

Capture a ten-second monotonic orbit from azimuth 28 through 388 degrees, elevation 20 + 3*sin(phase). Warm all lazy shaders/kernels and settle scene updates before timing.

Regular-Mesh X-Ray Extension

When an X-Ray result is claimed for ordinary UsdGeomMesh geometry, also follow mesh-xray.md. Use a small support fixture with at least one broad occluding slab plus curved and hard-surface objects; verify that the passive support is included in the line adapter. Capture a fitted above-support orbit, then a below/behind-occluder proof. The normal-shaped shell must keep surfaces legible in the above-support frame; a pure-outline result does not satisfy this extension.

Exercise all mesh X-Ray tiers: surface without DepthSD, enhanced with a validated depth tensor, and the selected direct-GPU continuation or accurate private-depth line profile. Confirm that the tier and its degradation reason are visible to the reviewer. For any direct GPU continuation path, include one long-edge/near-plane stress case and verify its bounded-work policy.

Fidelity Gates

For each of the 14 preset IDs:

  • requested and effective preset IDs match and fidelity is canonical for the main matrix; capture fallbacks separately and label them degraded;

  • output is nonblank, correct resolution, and preserves alpha policy;

  • compare source equations and SPG image output on identical same-step raw inputs; record explicit byte tolerance, rounding and alpha, separately from a replacement rasterizer comparison;

  • sampled palette anchors are within 0.035 normalized RGB of the canonical values in style-recipes.md before video compression;

  • feature/silhouette width, pattern, and opacity pass the tolerances in line-compositor-delivery.md;

  • guide-driven presets pass with valid guides and remain live with each guide independently removed;

  • X-Ray is labeled presentation X-ray and shows quiet rear features distinct from visible features and the solid silhouette.

  • mesh X-Ray also shows current-camera support/object through-lines without disconnected guide artifacts or a stale overlay during the orbit.

Keep one lossless fixed-camera matrix as the numerical baseline. A compressed turntable is review evidence, not the source of pixel-golden assertions.

Temporal Gates

  • Adding one source color code value to a flat tonal region changes coverage gradually; it must not toggle an entire hatch, rim, or halftone layer.

  • With a fixed camera and lighting, no more than 0.25% of surface pixels may change between identical post-process inputs.

  • During orbit, deterministic screen patterns may move relative to the surface, but their spacing and orientation cannot jitter from frame to frame.

  • Animated Blueprint dash velocity remains within 10% of 1.6 px/s regardless of missed frames.

  • Hidden/visible classification cannot flicker on more than 2% of evaluated feature samples outside a two-pixel occlusion-boundary band.

Real-Time Counters

Measure at least these independent quantities over the warmed ten-second orbit:

CounterMeasurement
Server rendersuccessful renderer.step() outputs / wall time, plus p50/p95 frame time
Stream submissionframes handed to ovstream / wall time
Browser decodedelta of totalVideoFrames, plus droppedVideoFrames
Browser presentationrequestVideoFrameCallback callbacks / wall time
Line refreshcompleted current-camera SPG geometry/composites / wall time; tag pose/revision rather than counting repeated output
Interactioncamera poses actually applied / wall time
Capture compositeunique source frames written to recorder / wall time
Recorder targetrequested track/container rate; never substitute for unique frames

Report one of these claim levels:

ClaimMeaning
recipe_conformantfixed frames satisfy recipe, guide, and line tolerances; no real-time claim
realtime_full_stylebase image and a current-camera line overlay satisfy all floors below
realtime_base_deferred_linesbase stream satisfies its floors but line cadence or latency does not; report both

For a 60 fps target, the realtime_full_style acceptance floor is:

  • server output and stream submission: at least 57 fps average after warmup;

  • browser decode: at least 57 fps, with dropped frames below 1%;

  • browser presentation and unique capture composite: at least 48 fps;

  • current-camera line refresh during orbit: at least 45 fps, p95 applied-pose to matching-overlay latency below 50 ms, and no line overlay more than two applied camera poses old;

  • no resource growth after the first two seconds of the measured interval.

Missing the line floor while retaining the base floors qualifies only as realtime_base_deferred_lines, never full-style real-time. These floors are not a universal meaning of real-time. Publish the target GPU, driver, OVRTX/ovstream versions, resolution, fixture triangle/edge counts, codec, and every measured counter.

Evidence Packet

Retain:

  • runtime-observed AOV keys, dtypes, shapes, and capability decisions;

  • lossless fixed-camera matrix for all 14 styles;

  • ten-second hard-surface turntable with controls and effective style visible;

  • for a regular-mesh X-Ray claim, the mesh extension's above-support orbit and below/behind-occluder proof;

  • close-ups for line alignment, dash continuity, and hidden-edge distinction;

  • one fallback matrix with normal, ID, and SPG geometry capabilities independently disabled;

  • frame-time and browser counter report;

  • cleanup/reconnect result and warnings.

Do not claim faithful recreation when only a genre-appropriate result exists. Do not claim 60 fps from encoder metadata or decoder totals when presentation, interaction, or unique composited motion is materially lower.

SPG stage and migration evidence

Validate the graph incrementally: image identity/formula, independent triangle and edge projection, complete bin counts including the last row and overflow, private depth, and visible/hidden stroke samples. A correctly shaped final image can conceal a geometry node that never covered its full launch domain. Interpret published buffer bytes by declared layout and test every vector or matrix lane before relying on it.

Compare the old GL compositor on the same camera, geometry and raw base image. Record maximum/mean errors and inspect localized pattern/occlusion differences; exact image-equation parity does not imply exact analytic-versus-GL rasterization. Record release-specific launch/upload/cache findings as observed evidence, not as restrictions on every later SDK. Profile cold compile and warmed operation separately. Static descriptors, cached geometry uploads and skipped GPU work are independent claims.

Add regressions for welded tip faces that used to create partial spoke fans, smooth duplicate-index seams, true sharp creases and passive occluders. An explicit wireframe extension must include all accepted triangle edges, and a no-fill variant must leave a uniform background with lines disabled. Test actual RenderProduct resize separately from browser resize.

Optional actual-BREP validation

When CAD provenance is part of the requested claim, generate real solids with bores, bolt holes, rear contours and multiple parts through the chosen public CAD provider. Record worker/package revision, parameters, tessellation settings and closed-solid/volume checks. Keep its kernel isolated when interpreter or OVRTX coexistence is unverified.

Distinguish direct tessellation of valid in-memory BREP handles from exact-USD export/import. Round-trip fidelity needs its own topology, volume and geometry checks with a declared healing policy. A successful SPG image or live browser test cannot validate that file path. Report failures independently and identify which geometry the renderer actually consumed.

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