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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/xr-spatial-input/gesture-filtering.md

Independent aiming, twist and filtered manipulation

This is application math, not an OVXR gesture API. Consume one validated joint snapshot in a declared common space. Raw geometry owns pinch/fist recognition; filtered tool poses own presentation/manipulation. Filtering recognizer inputs can delay release and accidentally change pinch thresholds.

Teleport swing/twist decomposition

OpenXR hand joints do not include an elbow. A practical axial proxy is the wrist-to-knuckle midpoint; label it as a proxy rather than measured forearm orientation. For valid wrist W, index metacarpal I, little metacarpal L:

a = normalize((I + L)/2 - W)
s = normalize((I - L) - a * dot(I - L, a))

At pinch begin retain a0, s0, the measured initial aim basis, and initial origin offset o0 = aimOrigin0 - W0. Build initial aim from measured anatomy, not a guessed joint quaternion axis. One usable left-hand policy takes heading from wrist-to-thumb-tip projected onto the stage floor and elevation from the opposite palm normal; validate sign against observed hands and stage up.

Transport the initial basis and origin offset with the shortest swing from a0 to current a, ignoring twist. For any vector v, c=dot(a0,a), k=cross(a0,a):

swing(v) = v + cross(k,v) + cross(k,cross(k,v))/(1+c)
aimDirection = normalize(swing(initialAimDirection))
aimOrigin = currentWrist + swing(o0)
twist = atan2(dot(a,cross(swing(s0),s)), dot(swing(s0),s))
destinationYaw = gain * clamp(twist, -maxTwist, maxTwist)

Transport all aim-basis rows consistently, preserving a proper rotation. Pure axial twist changes facing without moving the thumb-origin offset or steering the target. Swing and wrist translation remain live throughout the hold; do not freeze the initial axis. Near c=-1 there is no unique shortest swing: hold only within declared tracking grace, then cancel instead of dividing by near zero.

For a small-twist mapping, maxTwist=30 degrees and gain=12 gives a full turn from +30 degrees relative to pinch start. Starting at -30 and ending at zero is a full turn, not half a turn. This gain is product policy, not a universal ergonomic default. Render the arrow from the yaw used at commit; do not smooth a wrapped angle across the ±pi discontinuity.

Filter independent signals

Filter wrist position in physical metres and axial direction as a normalized vector with separate timestamped One Euro streams. Transport aim from that filtered axis. Compute facing residual from coherent measured bases, then use the tool's scalar/angular filter if needed. Independently filtering joints with unequal lag can break their rigid-palm relationship and mix twist into aiming.

For each vector stream retain previous raw x, filtered x and signed filtered velocity v. Given valid interval dt:

alpha(f,dt) = 1 / (1 + 1/(2*pi*f*dt))
rawVelocity = (x - previousRawX)/dt
v = lerp(previousV, rawVelocity, alpha(derivativeCutoff,dt))
cutoff = minCutoff + beta * length(v)
filteredX = lerp(previousFilteredX, x, alpha(cutoff,dt))

Filter signed velocity before taking its length; otherwise alternating jitter becomes false sustained speed and opens the cutoff. Normalize filtered directions. For orientations use shortest-arc quaternion interpolation, hemisphere correction and a signed rotation-vector derivative, not Euler angles.

Example fast teleport prefilters use minCutoff=6 Hz with position beta=8 and direction beta=2, derivativeCutoff=1 Hz. These assume metres/unit directions, not arbitrary stage units. Tune with measured total lag when downstream tool filtering is also enabled. Duplicate/reversed times must not advance the filter. On long gaps (for example 100 ms), source/anchor discontinuities, capture end, or context change, reset to the next valid sample.

Accelerated, stable panel movement

Selection is not capture. Select the permanent grab bar; a fresh fist captures its surface and owning hand. Preserve the current panel pose on that first sample, record hand H0 and panel P0 in LOCAL metres, and latch ownership. Keep orientation unchanged unless rotation is explicitly part of the tool.

For delta=H-H0, choose precision distance d0, full-gain distance d1>d0 and maximum gain G>=1. Let t=clamp((length(delta)-d0)/(d1-d0),0,1), g=1+(G-1)tt*(3-2t), target=P0+gdelta. This increases reach smoothly and reversibly without accumulating frame-rate-dependent offsets. Filter the amplified target in LOCAL metres, initializing at P0. Returning to H0 returns the target to P0. Do not filter pinch/fist state or repaint text for pose changes.

Reset on release, tracking expiry, selected target replacement or lifecycle change. Another already-closed fist cannot steal capture or start immediately on the owner's release: it must open and close again. Scene selection clears panel selection and drag. Preserve the hand-to-panel offset instead of snapping the panel origin onto the fist.

Deterministic tests before headset tuning

Generate rigid joint traces, not only yaw values. Assert pure twist preserves aim direction/origin; pure swing changes aim without spurious yaw; combined swing/twist remains independent; and a second swing still responds. Test non-neutral capture poses, centimetre stages, user scale, rotated anchors, Y/Z up, degenerate/antipodal bases, timestamp gaps, jitter/step/ramp response, grace expiry, cancel/both-open rearm, and no stale-target release commit. For panels verify no initial jump, reversible gain, owner latching, selection replacement, no pose-only raster uploads, and reset after loss.

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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Download ZIP

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