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/xr-spatial-input/navigation.md
Viewer movement, yaw, and user scale
Read library tracking-anchor-and-scale and stage-publication for SDK validation, units, latching and ordinal ownership. The library public README specifies latching at begin or render, including no-render boundaries; use input scheduling.
Application navigation state
Store one canonical anchor matrix plus an absolute revision. Route desktop controls, sticks, teleport and gestures through that owner. Preserve the source USD and its metres-per-unit; user scale changes tracking-space size relative to the scene, not authored scene units.
A scale-capable editor must create its context with
ContextDesc.floor_aligned_anchor=False. The default floor-alignment policy
keeps translation/heading but discards authored anchor scale, so a successful
setter with that default cannot establish working user-scale controls.
Resolve camera/prim spawn into a rigid stage-space Xform first: retain floor
heading and translation, remove source scale and pitch/roll, and convert the
camera's basis for the stage up axis. Then apply navigation's positive uniform
scale. A raw Camera anchor in a Z-up scene is not that stage-space Xform.
Persist this context policy across recreation. An application deliberately using
floor alignment must report user scale unavailable and disable its scale tool.
For a new application, store positive user scale and yaw/translation directly
in the anchor. For a legacy application whose navigation N used to transform
scene roots inversely, preserve its protocol with A = spawn * inverse(N).
Stop writing N to scene roots when enabling this adapter. Applying both would
move twice. Picking now operates on the unchanged scene with rays transformed
through the active anchor; remove any extra legacy inverse-navigation ray step.
Capture spawn from the initialized anchor. Application Reset restores that
saved spawn matrix. Public clear_anchor() instead resets the managed anchor
to identity; those actions are different in a non-origin scene.
With row vectors, preserve a world-space head pivot h during a yaw/scale delta
by right-composing the current anchor with
T(-h) * S(scale_ratio) * R(up_axis, yaw_delta) * T(h).
Translation-only walking is A * T(delta_stage).
Use current VIEW forward projected onto the floor for walking; a pitch must not
move the user vertically. Record the pivot at gesture begin and calculate
absolute updates from the initial state to avoid packet-loss drift. Snap turns
need threshold/release hysteresis and tool ownership, so release cannot trigger
a queued accidental snap.
For user scale, define the product label explicitly: anchor scale 2 means one tracked metre spans twice as many stage units, making the user larger relative to unchanged geometry. A legacy inverse-scene scale has the opposite direction. Clamp to a product-appropriate finite positive range and test the chosen UI semantics, not merely matrix invertibility.
Reproducible anchor math
This NumPy code is application math, not an OVXR import. It uses a rigid stage-space spawn, positive uniform user scale, row vectors, and radians:
import math
import numpy as np
def translation(v):
out = np.eye(4)
out[3, :3] = v
return out
def yaw_matrix(angle, up_axis):
c, s = math.cos(angle), math.sin(angle)
out = np.eye(4)
if up_axis == "Y":
out[:3, :3] = ((c, 0, -s), (0, 1, 0), (s, 0, c))
elif up_axis == "Z":
out[:3, :3] = ((c, s, 0), (-s, c, 0), (0, 0, 1))
else:
raise ValueError("unsupported up axis")
return out
def pivot_update(begin_anchor, pivot_world, scale_ratio, yaw_delta, up_axis):
if not math.isfinite(scale_ratio) or scale_ratio <= 0:
raise ValueError("positive finite scale required")
h = np.asarray(pivot_world, dtype=float)
stretch = np.diag((scale_ratio, scale_ratio, scale_ratio, 1.0))
return (begin_anchor @ translation(-h) @ stretch
@ yaw_matrix(yaw_delta, up_axis) @ translation(h))For each gesture, retain begin_anchor and the measured world-head pivot.
scale_ratio and yaw_delta are absolute differences from that begin state.
Reject nonfinite pivots/angles and results before calling
the supported managed-anchor setter through the application's publication coordinator. Commit the
application revision only after the setter succeeds. After the next successful
render_frame, compare get_anchor_transform() with the expected candidate and
mark that revision applied. Preserve queued/applied records separately. Recheck
only a pending revision; do not make redundant native getter calls every frame.
If a newer command supersedes it, never mark the old revision applied from the
new matrix. Save both spawn policy and current user anchor across context-only
refresh; reinstall them on the replacement context before accepting new input.
Let k = norm(A[0,:3]) / metersPerUnit for validated uniform-scale A. A desired
physical travel of speed_m_s * dt has stage length k * speed_m_s * dt.
Convert the measured tracking forward through the up-axis basis and normalized
anchor rotation, project onto the stage floor, normalize, then multiply by that
length. Do not multiply a vector already converted with the scaled anchor by k
again. Use the same k for controller model metre units, marker radius, ray
reach, head height, and hand contact distances.
Acceptance
Test non-origin spawn/head, non-identity source root, both supported up axes, non-default metres-per-unit, translation, ±yaw, scale above/below 1, combined updates, and reset. Invalid matrices must fail without advancing canonical state. Assert the source-root baseline never changes. With IWER, require real head motion before and after each operation; confirm controller/hand/ray alignment, new decoded scene pixels, and unchanged context/service/renderer identities. After latching requested scales 0.5 and 2, assert the active anchor basis norm and converted tracked positions/radii change accordingly; verify eye separation and decoded scene pixels under both Y-up and Z-up with a non-origin spawn. Test pending versus latched anchor telemetry and reconnect restoration. Unit math establishes convention; runtime calls plus pixels establish visible motion.
Transported hand samples
Keep WebXR hand positions, joint radii, and linear velocities in tracking metres on the wire. Convert one complete batch through one snapshot of the active anchor before passing it to either gesture recognition or rendering/physics. Apply stage units and positive user scale to positions/radii/linear velocity; apply the normalized anchor rotation to orientations/angular velocity. Physical contact thresholds use the same effective stage-units-per-metre. Packets explicitly declared as stage-world input must bypass this conversion.
Do not strip uniform scale while inverting the anchor for a tooltip or other stage-to-tracking placement. Test a translated, rotated, non-unit-scale anchor; identity-only tests cannot expose double conversion or lost scale.
Selecting and persisting a default anchor
Offer three application policies: desktop camera, scene origin, or an explicit scene prim. Persist the selected policy and optional absolute prim path; these are application configuration, not OVXR descriptor enum values. Resolve the chosen policy into a stage-world spawn transform, set the managed anchor base, and reset canonical navigation to identity (user scale 1). The reference app extracts origin and floor heading from the complete composed transform; it does not inherit a selected scene prim's scale. Subsequent navigation is relative to that saved spawn.
Read a scene prim's complete composed world pose without modifying that prim. Never write the sampled world matrix back as a local transform: parented prims would apply their parent twice and the source scene would move. A camera spawn must be converted to the stage-space anchor convention, including removal of camera-specific up-axis basis adjustments where needed.
Make selection atomic. Validate mode, path, readability, finite rigid/uniform scale policy, and all derived state before the one native managed-anchor write. On rejection preserve the prior selected policy, saved spawn, navigation, revision and source state. Persist only accepted state; a missing prim must not silently become scene origin. Report accepted versus frame-latched state, and refresh world-anchored visuals only when the new anchor actually latches.
Scene hierarchy/world-pose fallback
Read the installed OVStage hierarchy at a coherent committed ordinal, adopting
its latest write floor first. A missing result is not automatically evidence
that the scene prim is absent: package/query semantics can differ. If native
hierarchy/world-pose reads are unavailable or unreliable, obtain a generation-
scoped snapshot from the exact final composed USD in an isolated pxr worker.
Include topology, complete world matrices, units/up-axis, source/composite
identity, and generation. Never import a conflicting USD ABI into the renderer.
Use native live data when valid. The worker snapshot is an explicit fallback for unchanged composed source state, not a claim to observe live Fabric edits. Overlay authoritative app-owned mutations or invalidate the snapshot when they change a requested pose. Reject stale generations and rebuild on stage change; never traverse or spawn a worker per tracking frame. Keep fallback provenance visible so a lookup failure cannot authorize a fabricated anchor.
Hand teleport: aim and facing are independent
Use the reconstructable swing/twist and filter recipe for wrist-steered aim, relative twist facing, and physical-unit smoothing.
Keep the arc origin, heading and elevation responsive to current valid hand geometry throughout the hold. Destination yaw is a separate scalar; it must not freeze the arc's starting axis or rotate its aim vector. Avoid interpreting a joint quaternion's local axis as a portable pointing direction without runtime evidence.
Capture a measured wrist/palm twist basis when the teleport gesture begins. Compute signed twist relative to that basis, then apply an explicit gain to destination yaw and draw the destination arrow with the same result used at commit. A non-neutral starting wrist pose is still zero for that gesture. For example, a user-selected mapping of +30 degrees of relative wrist motion to a full turn has gain 12; starting at -30 and ending at 0 must traverse the full turn. Do not silently replace that with an absolute -30/+30 range.
Test wrist twist while aiming left/right and near/far, steering while holding a nonzero yaw, release after motion, and a gesture begun at a non-neutral wrist pose. Simple world-axis Euler roll mixes steering with twist; quantify that coupling in measured joint traces before adding filters or constraining motion.
Teleport preview and release
Use teleport acceptance for a concrete bounded arc, walkability/clearance policy, final-query freshness and combined facing/position commit. Its conservative release policy resolves what happens when a final hit differs from the last preview.
Native and opaque WebXR input use the same semantic preview/release pipeline. While the mapped control is held, query the measured aim ray/arc and display a marker only for a valid walkable hit. On release, retain a final bounded query or use a correctly correlated result; commit only a current valid preview. Focus/tracking loss, capture ownership, stage change and disconnect cancel without teleport. A client-provided position is not evidence of a walkable hit.
Convert physical thresholds and head clearance with effective stage units per metre, including positive user scale. The normalized aim direction, scene hit, head pivot and floor normal must all use the same active anchor snapshot. Apply user scale once; do not reuse pre-scale metre conversion for height, arc reach or clearance. Test release after motion, scale above/below one, non-origin/rotated anchors, invalid slopes and lost tracking. Opaque input must not bypass native walkability or teleport on the initial press edge.
For a direct user-anchor implementation, with measured world head h, stage up u, and measured head-to-tracking-floor height H in stage units:
feet = h - u * H
translation_delta = accepted_hit_world - feet
candidate_anchor = active_anchor * T(translation_delta)This places the user's floor point at the hit and retains physical head height, yaw and scale. Do not negate the delta unless adapting an explicitly inverse scene-navigation protocol. Require a floor-based source reference or an actual located floor; LOCAL head y is not automatically standing height. A surface marker may be lifted slightly along its normal to avoid z-fighting; that display clearance must not move the user above the destination. Tag preview results with stage generation, input epoch, active-anchor revision and capture frame. On release, accept only the displayed preview from the current captured gesture; a cancellation clears it so the next release cannot reuse an old destination.
World-to-tracking is not automatically world-to-LOCAL
The inverse managed-anchor conversion returns the runtime's selected tracking space, which may be STAGE or LOCAL_FLOOR. For a compositor or interaction API using LOCAL, additionally apply the exact source-tracking-to-LOCAL transform located at the projection display time. Follow the spatial UI space contract. Never hide a missing reference-space mapping with a guessed standing height.
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
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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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