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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/simulation-lifecycle.md

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

XR simulation and input lifecycle

For latency-sensitive XR, preserve the same ordering on the simulation owner but cross to the frame owner with immutable completed snapshots:

simulation owner: fixed-step clock -> solve -> synchronize -> validate
                  -> replace pending completed snapshot (latest wins)

OVXR/frame owner: drain lifecycle commands first
                  -> take newest ready snapshot without waiting
                  -> compose camera/input and ready simulation state; publish one ordinal
                  -> retain the last simulation pose when none is ready
                  -> acquire poses, render, and submit the XR frame

Do not pass a live solver state or DLPack view across that boundary. Do not wait on the simulation device from the XR frame path. If GPU sharing still stalls submission, measure the contention and reduce bounded simulation work or choose a supported stream/device arrangement; do not skip Newton steps, synthesize poses, or make XR input wait for a grasp result.

Finite is necessary, not sufficient. For externally driven proxies and objects they contact, bound position, orientation norm, linear velocity, angular velocity, per-frame displacement, and per-frame rotation using measured scene extent, fixed dt, and the interaction's declared speed envelope. Reject or halt on an impossible jump before publishing it. A finite hand teleport can inject enough energy to launch a body out of view while every ordinary health counter remains green.

For a grasp-and-release claim, assert the defining phases independently: named contact or native constraint state before lift; bounded relative slip while held; release while the source is open or lost; free-body gravity response; floor contact; and velocity/energy below a declared settling threshold. Do not collapse these into “the body moved.”

Transient input loss must not own the simulation lifecycle

A tracked controller or hand has a shorter lifetime than the stage attachment. Give each input session its own epoch inside the active stage generation. Focus loss, tracking loss, or client disconnect retires that epoch; it does not justify tearing down or rapidly restarting the renderer, stage, simulation, or shared transport processes.

Apply loss handling through the normal owner-thread drain:

  1. Stop accepting pose samples for the retired input epoch.

  2. Queue release of anything held by that input source.

  3. Clear pending pose deltas and gesture state.

  4. Park the source's kinematic proxies outside the contact region, or disable them through a supported runtime control.

  5. Publish the release and subsequent free-body motion normally.

Do not mutate solver state from the disconnect, focus, or input callback. Do not leave a held body attached to a missing source, and do not keep the last hand pose active. Reacquisition begins a new input epoch and requires one complete, current joint snapshot before proxies become collidable; interpolate only within that epoch, never from the retired pose to the reacquired pose.

Fence pose commands by both stage generation and input epoch. A model rebuild or stage transition invalidates all input epochs; an input reconnect invalidates only that source's old samples. This two-level fence prevents stale tracking from moving a replacement model without forcing an expensive stage reattach for ordinary tracking interruptions.

Quiesce before disconnect or Stop XR

A full XR-session disconnect or explicit Stop XR is different from one hand or controller losing tracking. Drain that lifecycle command before acquiring another XR frame or scheduling another simulation tick. On the owner thread:

  1. mark the XR session quiesced so no new input, publish, or simulation work is accepted for its epoch;

  2. release remote constraints, clear direct-hand ownership, park its proxies, and discard queued gestures and pending completed snapshots;

  3. stop scheduling fixed-step work and drain already submitted device work;

  4. finish or cancel the current publication according to the runtime contract; then detach/stop XR and its consumers.

Make quiesce idempotent. Preserve a user's prior simulation-running intent only as ordinary app state; restore it after a successful reconnect, a new input epoch, and the initial held-state publish—not from the disconnect callback and not while old work can still complete.

One frame owner, asynchronous producers

XR does not create a second stage lane. Keep the OVXR frame helper, OVStage publication, and render submission on one owner thread even when Newton, sensor, or controller work runs asynchronously. Those producers own their private clock and state and hand the frame owner immutable, generation-tagged completed snapshots through a bounded latest-wins channel. They never advance the write floor, call the renderer, or expose live solver/DLPack buffers across the boundary.

At the start of a frame, the owner composes the newest ready simulation snapshot with current camera, input and animation changes in one bounded publication. When physics is pending, retain its last accepted pose while publishing other changes normally. Delegate XR rendering through OVXR. A latency-sensitive XR frame must not wait for a solver merely to obtain a newer pose; freshness is telemetry, not permission to block head pose, hands, locomotion, composition, or frame submission. Drop snapshots from retired stage generations rather than retrying them against the current stage.

Read shared simulation integration for the general composer and upstream stage publication for SDK calls. Co-writing uses one application allocator and supplied ordinals; never invent independent floor-plus-one counters for each writer.

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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