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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/tauri-shm-transform-gizmo/README.md

Tauri SHM Transform Gizmo

Triggers

Use this skill for Tauri SHM viewer transform manipulation, client-rendered gizmos, canvas overlay handles, translate/rotate/scale controls, or gizmo-first input dispatch in the shared-memory local viewer path.

Use this whenever a Tauri SHM frontend needs to manipulate selected USD prims with an interactive transform gizmo while the rendered 3D image still comes from ovrtx through shared memory. The browser WebView renders only the overlay UI; it never renders the USD scene.

Architecture Overview

React WebView
  |-- WebGLViewport.tsx       -> displays SHM frame and dispatches pointer input
  |-- GizmoOverlay.tsx        -> pointer-events:none 2D canvas overlay
  |-- TransformGizmo.ts       -> hit testing, drag state, transform commands
  |-- GizmoRenderer.ts        -> 2D handle drawing
  `-- useShmTauriBackend.ts   -> message routing and request tracking

Tauri Rust backend
  |-- shm_reader.rs           -> queues commands to SHM reader thread
  `-- SHM reader thread       -> sends commands to ovrtx process

The gizmo is client-rendered. It draws translate, rotate, and scale handles on a transparent 2D canvas positioned over the viewport. The canvas should use pointer-events: none; the viewport receives pointer events and asks the gizmo to hit-test before forwarding input to the camera or picking path.

The drag lifecycle uses window-level pointermove, pointerup, and pointercancel listeners. Do not depend on pointer capture for this path.

Transform updates are sent over Tauri IPC as fire-and-forget messages. Continuous dragging must not block on Rust, the SHM reader thread, or a response from the renderer process.

WebKit2GTK Constraint

This is the critical Linux Tauri constraint: setPointerCapture on or around pointer-events: none overlay elements can swallow pointerup in WebKit2GTK. The result is a stuck drag, stale gizmo state, or camera input that never receives a release.

The required pattern is:

  1. Configure the gizmo with capturePointer: false.

  2. Keep the overlay canvas at pointer-events: none.

  3. Hit-test the gizmo from WebGLViewport during onPointerDown.

  4. If the gizmo starts a drag, register window-level pointermove, pointerup, and pointercancel listeners.

  5. Remove those listeners when the drag ends or the component unmounts.

This differs from browser viewers where pointer capture may be acceptable. For Tauri on Linux, use window-level listeners instead.

Gizmo-First Input Dispatch

WebGLViewport should check the transform gizmo before sending pointer input to camera orbit, pan, zoom, or pick logic.

function onPointerDown(event: React.PointerEvent<HTMLCanvasElement>) {
  const viewportPoint = toViewportPoint(event);

  if (gizmo.current?.pointerDown(viewportPoint, event)) {
    beginWindowDragListeners();
    event.preventDefault();
    event.stopPropagation();
    return;
  }

  backend.sendInputEvent({
    type: "pointerDown",
    x: viewportPoint.x,
    y: viewportPoint.y,
    button: event.button,
    modifiers: readModifiers(event),
  });
}

The gizmo owns the drag only after a successful handle hit. Non-gizmo pointer events continue to the viewport's normal camera and selection input path.

Canvas Overlay

GizmoOverlay.tsx should render a full-size canvas over the SHM viewport:

  • absolute-position the canvas over the displayed frame;

  • set pointer-events: none;

  • resize for CSS pixels and device pixel ratio;

  • clear and redraw whenever selection, camera matrices, viewport rect, or active drag state changes;

  • draw handles in screen space with depth-aware ordering where possible.

Use the same letterboxed image rect used by the SHM frame display. Gizmo handle positions must match the visible rendered image, not the full WebView content area when the viewport is letterboxed.

Camera Matrix Flow

The server can send camera matrices through these message types:

  • cameraMatricesUpdate: explicit view/projection matrix update for overlays;

  • cameraState: initial camera state after stage load or viewer setup;

  • cameraUpdate: camera state after orbit, pan, zoom, fit, or other camera changes.

The frontend should normalize both messages into the gizmo's camera cache and dispatch a DOM event for overlay consumers:

window.dispatchEvent(
  new CustomEvent("ovrtx-camera-update", { detail: cameraState }),
);

The gizmo uses the latest camera view/projection data to project the selected object origin and axes into screen space.

Matrix convention is row-major storage with column-vector multiplication:

clip = projection * view * world * position

Keep this convention explicit in gizmo/math.ts; inconsistent row/column interpretation will make handles drift, invert, or disappear behind the camera.

Scale Gizmo: Local vs World Axes

Scale handles must align with the selected object's local coordinate frame, not the world axes. This is especially visible when a prim has an authored rotation: world-axis scale handles modify the wrong visual direction and make the gizmo feel detached from the object.

Extract normalized basis vectors from the selected transform matrix rows 0, 1, and 2:

const localX = normalize([m[0][0], m[0][1], m[0][2]]);
const localY = normalize([m[1][0], m[1][1], m[1][2]]);
const localZ = normalize([m[2][0], m[2][1], m[2][2]]);

Use those local basis vectors to draw and hit-test scale handles. Translate and rotate handles should use world axes, which is the standard behavior for this viewer path.

IPC Architecture

Both send_message and send_input_event must be fire-and-forget on the Rust side. They should queue a command to the SHM reader thread and return immediately.

Do not use a blocking mpsc::channel round trip for SHM commands. That pattern can deadlock when the Tauri IPC thread waits for a reply while the SHM reader thread is busy inside a frame callback or waiting on the same event flow. The command path should be:

Tauri command -> enqueue command to SHM reader thread -> return Ok(())

Request/response operations still need correlation, but the wait belongs in the frontend. Register the pending request before sending so an immediate response can resolve it:

const pendingByRequest = new Map<string, PendingRequest>();

function sendAndWait<T>(message: ShmMessage, timeoutMs = 1500): Promise<T> {
  const requestId = crypto.randomUUID();

  return new Promise<T>((resolve, reject) => {
    const timeout = window.setTimeout(() => {
      pendingByRequest.delete(requestId);
      reject(new Error(`Timed out waiting for ${message.type}`));
    }, timeoutMs);

    pendingByRequest.set(requestId, { resolve, reject, timeout });
    Promise.resolve()
      .then(() => backend.sendMessage({ ...message, requestId }))
      .catch((error) => {
        window.clearTimeout(timeout);
        pendingByRequest.delete(requestId);
        reject(error);
      });
  });
}

The response handler removes the matching request and clears its timeout before resolving or rejecting it. Use this map for discrete queries such as getTransform. Continuous drag updates should not use sendAndWait.

Server Message Contract

The Tauri frontend expects the ovrtx process to handle two transform-specific messages:

  • getTransformRequest: request/response query for the selected prim. Respond with getTransformResult and payload { matrix, position }, where matrix is the row-major 4x4 world transform and position is its world origin.

  • set_transform: fire-and-forget drag update with payload { path, matrix }. Queue this onto the renderer/render-loop owner and apply it there; do not mutate USD/ovrtx state from the SHM reader or IPC thread.

For live ovrtx writes, follow prim-transform-safety: initialize new omni:xform attributes from the real world transform before rendering, and recreate bindings after stage reloads.

Drag Message Coalescing

Rapid pointer movement can generate more transform messages than the backend can consume. Coalesce continuous drag sends so the backend sees the latest transform at a bounded rate. The validated sample uses a 33 ms throttle with a single pending latest message:

const TRANSFORM_SEND_INTERVAL_MS = 33;
let lastSendTime = 0;
let pendingSend: number | null = null;
let lastMessage: ShmSetTransformMessage | null = null;

function sendThrottled(message: ShmSetTransformMessage) {
  lastMessage = message;
  const elapsed = performance.now() - lastSendTime;

  if (lastSendTime === 0 || elapsed >= TRANSFORM_SEND_INTERVAL_MS) {
    clearPendingSend();
    lastMessage = null;
    doSend(message);
    return;
  }

  clearPendingSend();
  pendingSend = window.setTimeout(() => {
    pendingSend = null;
    const next = lastMessage;
    lastMessage = null;
    if (next) doSend(next);
  }, TRANSFORM_SEND_INTERVAL_MS - elapsed);
}

This keeps the latest drag result while avoiding unbounded message growth. Do not use sendAndWait for drag updates. If your transport exposes a promise, catch failures for logging but do not make pointer motion wait for a response.

Message Listener Stability

Register the Tauri listen("shm-message", ...) handler once. Do not re-register it whenever selection, camera, pending requests, or component state changes. Re-registration creates an unsubscribe/subscribe gap where response messages can be missed. Complete listener registration before connecting or sending queries.

Use a ref for the current handler logic:

const handleMessageRef = useRef<(message: ShmMessage) => void>(() => {});

handleMessageRef.current = (message) => {
  routeMessage(message);
};

useEffect(() => {
  let disposed = false;
  let unlisten: (() => void) | undefined;

  listen<ShmMessage>("shm-message", (event) => {
    handleMessageRef.current(event.payload);
  }).then((dispose) => {
    if (disposed) dispose();
    else unlisten = dispose;
  });

  return () => {
    disposed = true;
    unlisten?.();
  };
}, []);

Keep pendingByRequest in a ref or stable store so request/response routing does not require listener churn.

Generated File Layout

Use this generated app file layout for the Tauri SHM transform gizmo:

  • clients/tauri-shm/src/components/GizmoOverlay.tsx

  • clients/tauri-shm/src/gizmo/TransformGizmo.ts

  • clients/tauri-shm/src/gizmo/math.ts

  • clients/tauri-shm/src/gizmo/GizmoRenderer.ts

  • clients/tauri-shm/src/components/WebGLViewport.tsx

  • clients/tauri-shm/src-tauri/src/shm_reader.rs

  • clients/tauri-shm/src/hooks/useShmTauriBackend.ts

Implementation Checklist

  1. Add the overlay canvas and make it visually track the SHM frame rect.

  2. Cache camera state from cameraMatricesUpdate, cameraState, and cameraUpdate messages.

  3. Dispatch CustomEvent("ovrtx-camera-update") after camera messages are normalized.

  4. Implement getTransformRequest/getTransformResult and set_transform on the ovrtx process side.

  5. Query the selected prim transform with a request id and timeout.

  6. Draw translate and rotate handles along world axes.

  7. Draw scale handles along the selected prim's local transform basis.

  8. In WebGLViewport, route pointer down through gizmo hit testing first.

  9. Drive active drags with window-level move/up/cancel listeners.

  10. Send drag transforms with fire-and-forget IPC and latest-message throttling.

  11. Keep listen("shm-message", ...) registered once with ref-based routing.

Anti-Patterns

// Wrong for Tauri/WebKit2GTK: pointerup can be swallowed.
element.setPointerCapture(event.pointerId);

// Wrong: scale axes should come from the selected object's local transform.
const scaleAxes = [WORLD_X, WORLD_Y, WORLD_Z];

// Wrong: continuous drag updates must not wait for request/response messages.
await sendAndWait({ type: "setTransform", transform });
// Wrong: blocks the IPC thread waiting on the SHM reader thread.
let (reply_tx, reply_rx) = std::sync::mpsc::channel();
reader_tx.send(Command::SendMessage { message, reply_tx })?;
reply_rx.recv()?;
  • Do not use setPointerCapture in Tauri/WebKit2GTK.

  • Do not use synchronous IPC for SHM commands.

  • Do not re-register event listeners on state changes.

  • Do not draw scale handles along world axes.

  • Do not send unbounded transform messages during drag.

See also: tauri-local-viewer, electron-shm-viewer, webgl-shm-transport, prim-transform-safety, viewer-input-routing, camera-controls, object-selection.

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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