Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
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
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip 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
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/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.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present 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.
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references/vulkan-compositing/interop-and-lifecycle.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Vulkan Interop And Compositor Lifetime
Read Vulkan compositing first. Obtain the selected SDK through dependencies; upstream owns exact mapping, external memory, semaphore and platform-handle APIs. Check that release's public headers and matching documentation before implementing an adapter.
Establish The Image Boundary
Distinguish the OVRTX output from the application's presentation image. The
verified output mapping path exposes CUDA arrays or mapped tensors, not an
assumed public export of OVRTX's internal VkImage or depth attachment. An
application wrapper named VulkanSurface does not change that ownership.
For a GPU-copy integration, Vulkan allocates exportable image memory and CUDA imports compatible memory as arrays; copy OVRTX output into those images, then sample them in the application's Vulkan pass. Verify external-memory support, handle type, image tiling/format, allocation size, dedicated-allocation rules, and handle ownership on the chosen platform. Extend the image adapter explicitly for each channel count and scalar type. Never treat a linear device pointer as a CUDA array, or reuse a four-channel color importer for one-channel distance.
Match the Vulkan physical device to the actual CUDA device that owns each output, using the SDK's device UUID guidance; ordinal 0 in different APIs is not an identity guarantee. Respect process-visible CUDA ordinals and MIG-aware identity. Use a consistent CUDA context and keep each API's current-context requirements on the threads that perform its operations.
Define A Paired Frame Slot
A slot owns everything needed to present one accepted frame:
copied color, and distance/hit images when scene occlusion is requested;
matching camera/projection, viewport, scene units, render extent, and scene generation;
immutable-for-flight descriptors and uniform data;
CUDA copy completion, CUDA/Vulkan handoff values, and Vulkan submission completion.
Keep an app-owned depth attachment per in-flight raster submission or otherwise serialize its reuse. Per-slot color does not make a shared D32 attachment safe. Do not update an in-flight descriptor set or camera UBO just because CPU camera state changed. Choose a free slot before copying; when no slot is free, preserve the last completed image or apply bounded backpressure rather than overwriting one still being sampled.
Producer, Copy, Draw, Reuse
On the renderer owner, fetch a completed frame. Collect related outputs from that same render-product frame. Keep mappings alive until all source reads finish. Disable frame generation for initial depth integration because an interpolated color frame may lack matching distance and hit data.
Map each required output using the selected OVRTX contract. Validate dtype, shape, tensor choice, byte offset/layout and GPU. Wait each mapping's producer event on the copy stream before reading. Do not assume a successful map means asynchronous production has finished.
Before CUDA writes a destination slot, establish that its previous Vulkan use is complete and its images have been released to the external owner in the interop-required layout. Copy all slot images on the ordered stream.
Record a completion event after all copies; release OVRTX maps with the required consumer-completion sync. Retain that event until all users of it have finished. Follow the SDK's unmap timing: an immediate unmap may block the CPU even if the copy submission was asynchronous.
Signal the external handoff semaphore only after all destination writes. Vulkan waits at the first applicable consumer stages, acquires external queue ownership, and transitions shared textures from
GENERALtoSHADER_READ_ONLY_OPTIMALaccording to the selected interop protocol. Semaphores order work; they do not perform image layout/ownership barriers.Splat color, composite/draw overlays, and submit using that slot's camera. Make prior color writes visible to an overlay scope's load/blend reads and writes, even if color layout remains
COLOR_ATTACHMENT_OPTIMAL. Depth reads/writes use early/late fragment-test stages, not just fragment shading.Track Vulkan completion through actual sampling and downstream consumers. Release shared images back to the external owner in the required layout before signaling reuse. Advance semaphore values monotonically and keep a clear association between each value and the slot it releases.
Use the Vulkan synchronization guide for access/stage dependencies, together with the selected OVRTX/CUDA interop contract for external memory and semaphore ordering. Do not replace explicit handoffs with per-frame global device-idle waits in an interactive viewer. A deliberately synchronized bring-up path can establish correctness before introducing independent in-flight slots; measure any optimized replacement.
Failure, Resize And Shutdown
Treat a slot as a transaction: incomplete or invalid color/distance/camera data never replaces the accepted slot. Validate hit depths before enabling scene occlusion; on a nonbackground pixel, a nonfinite/nonpositive distance is an input failure, not permission to expose hidden handles. Do not mix outputs from different scene generations while one is being recreated.
For resize, stop accepting new slot work, drain OVRTX maps/CUDA/Vulkan consumers, then recreate shared images, depth targets, descriptors and viewport state as one consistent set. Reject zero extents and verify every actual output extent before sampling. Do not destroy the old presentation target while a downstream encoder/window still uses it. Resume only after one complete new slot is ready.
For shutdown or partial startup failure, stop submissions and input capture, finish or retire owned work, then release maps, imported CUDA views, Vulkan resources and synchronization objects in their dependency order. Keep native handles alive until both APIs stop using them. Cleanup must be safe when only some resources initialized; a failed producer must not trigger a blocking wait for a semaphore value it will never signal. Escalate owner/device failure to the application lifecycle rather than racing destruction against active GPU work.
Validate color-only startup, stalled producer, failed copy, out-of-order scene results, several frames in flight, resize, and shutdown. Record the frame/slot identity with captures so a visually plausible stale image cannot count as a successful depth-aware composite.
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