Generated banner for Omniverse Realtime Viewer
Generated logo for Omniverse Realtime Viewer

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/viewer-data-view-patterns/README.md

Viewer Data View Patterns

Triggers

Use this skill for stage tree, outliner, hierarchy, asset browser, property inspector, JSON tree, metadata display, list/grid/canvas choice, selected object panel, or cross-panel selection state.

Use this with stage-hierarchy, stage-queries, stage-attribute-reads, prim-info-display, and viewer-backend-interface.

Choose The Data View

Data shapeView model
USD prim hierarchy, folders, nested objectsTree View
Ordered results, logs, recent files, flat commandsList
Asset thumbnails, scene cards, visual browsingGrid
Free-positioned graph/node layoutCanvas
Arbitrary nested object/array payloadJSON Tree
Selected object detailsProperty Inspector

Do not force hierarchy into a flat list unless the user asked for search-only results. Do not use a tree for flat data; false nesting makes scan paths harder.

Selection Contract

Selection is a shared application signal, not private tree state.

  • Outliner/tree/list/grid views emit canonical prim paths or asset IDs.

  • Viewport, property inspector, status surfaces, and backend selection/highlight subscribe to that signal.

  • Single-select is the current default for viewer apps. If multi-select is added, every subscriber must explicitly support mixed values and multi-highlight.

  • Clear dependent data when selection clears or stage changes. Never show stale properties from a previous stage.

With ViewerBackend, prefer:

await backend.selectPrims(paths);
const props = await backend.getProperties(path);
const tree = await backend.getStageTree(rootPath);

Stage Tree Pattern

Tree rows should include:

  • Expand/collapse affordance for parents only.

  • Type icon or compact type label for every row.

  • Prim display name, with full path available through title/tooltip/details.

  • Selection state with a visible row highlight.

  • Optional badges for visibility, variant, unloaded, hidden, or error states when the backend provides them.

Indent by depth using a stable unit, typically 12-24 px depending on panel density. Leaf rows should not reserve chevron hit space unless the existing tree component requires it; the visual rhythm should still make parent/leaf differences clear.

For large stages:

  • Lazy-load children when possible.

  • Keep expansion state by prim path.

  • Virtualize long flat sibling lists.

  • Preserve expansion where paths still exist after reload.

  • Debounce search/filter input and show match counts.

Asset Lists And Grids

  • Use grids for visual browsing with thumbnails or previews.

  • Use lists/tables when names, paths, modified dates, or statuses matter more than thumbnails.

  • Surface loading, missing preview, incompatible asset, and permission/error states per item with status tags or inline row messages.

  • Selecting an asset should update preview/detail state; loading an asset into the viewer should be an explicit action unless the product brief says preview-on-select.

Property Inspector Pattern

Use a two-column scan line for dense properties:

[right-aligned label] | [left-aligned control/value]
  • Use a 96 px label column for compact panels and 120 px for wider panels.

  • Group dense fields by category: Transform, Material, Visibility, Variants, Bounds, Metadata.

  • Show common groups expanded; advanced groups collapsed.

  • Use compact tuple rows for XYZ, RGB/RGBA, UV, and similar fixed-arity values.

  • Use read-only rows when the backend does not support editing a field.

  • For mixed or unsupported values, show an explicit display state instead of an empty input.

No selection state should show a plain-language placeholder such as "Select an object to view its properties." Invalid selection after scene switch should clear the inspector.

JSON And Metadata Display

Use JSON Tree only for arbitrary nested payloads such as raw metadata, message traces, diagnostics, or backend debug output. For known USD properties, prefer a typed inspector.

  • Color/type-code JSON values with text labels or accessible semantics; do not rely on color alone.

  • Collapse deeply nested objects by default.

  • Cap or summarize large arrays and binary-like values before rendering.

  • Keep copy-path or copy-value actions near the row when useful for debugging.

Cross-Panel Tests

Validate these flows when you add or change data views:

  • Selecting a tree row highlights the viewport object and updates the property inspector.

  • Clicking empty viewport or clearing selection clears dependent panels.

  • Switching scenes clears stale hierarchy, properties, and selection before loading new data.

  • Search/filter does not change the canonical selection unless the user selects a filtered result.

  • Loading/error/empty states are visible and do not collapse panel layout.

See also: object-selection, selection-feedback, prim-info-display, stage-hierarchy, stage-attribute-reads, viewer-backend-interface.

Native Plots

For requested telemetry or scientific data panels in ovui, use ui.Plot with mode=ui.PlotMode.INTERACTIVE for axes, labels, pan/zoom, line, scatter, bars, or histograms. Read references/dependencies, then discover the current native plot contract through ovui's upstream UI API skill. Verify plotting modes, constructors, data setters, and style selectors against the resolved package. Select the interactive mode explicitly; constructor scale arguments are not data samples. Supply data with set_data() or set_xy_data() and update retained data only when it changes. Use the documented Plot styles and ui.PlotType values. Keep sampling and aggregation outside the UI widget and give the plot ownership of its pointer gestures so panning a chart cannot move the viewport camera.

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