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-viewer-recipe/README.md
Build an XR viewer end to end
Use this route for the combined feature set, not for a minimal headset probe. The inputs are a matched OVXR/OVRTX/OVStage SDK, the selected OpenXR/CloudXR runtime, native graphics build tools, and this skill folder. A supplied scene is content, not an implementation dependency. The application modules below are yours to create; their names are illustrative, not imports from a sample.
Choose the requested scope before following the table. A minimal viewer needs bootstrap, a source-safe scene and first stereo pixels. Add input/navigation for interaction, spatial UI for an editor, and desktop delivery only for a companion. For user-facing surfaces read experience quality alongside the implementation: readable layout, discoverable tools and measured interaction-time performance are part of the result. Shared UI/scene references supply semantic patterns; the XR references own eye cameras, frame timing, physical placement and input capture. Do not graft a desktop render loop onto XR.
| Build increment | Implementation contract | Acceptance before adding the next layer |
|---|---|---|
| Product layout and interaction brief (when UI is requested) | Experience quality, editor state | Declared surfaces, anchors, theme, gesture hints and target frame-time budget |
| Package bootstrap, service and one render owner | Library construction, dependency owner | Native loads, stage population, first stereo pixels and head motion |
| Source-safe scene and navigation | Session composition, anchor math | Non-origin spawn, Y/Z up, scale and reset without modifying source USD |
| Native controllers and hands | Input routing, hand validity | Actual extension/action/pose evidence, one converted snapshot and cancellation on loss |
| Selection and scene tools | Controllers, interaction service | Ray hit, one-click selection replacement, no-jump transform, bounded scene-query work |
| Teleport | Navigation, gesture math | Swing steers, relative twist faces, valid release commits, cancel requires both-open/fresh-pinch rearm |
| Retained windows and toolbar | Composition UI, Skia/Yoga, raster ABI | Crisp text plus matching hit regions; stalled raster work does not block XR |
| SDK frames and an application-owned compositor | SDK backend, native compositor construction | One begin/bind/submit owner, coordinated stage publication, stereo scene-depth intersections |
| Grab bars, fist movement, layered tools | Surface interaction, depth tools | Persistent handle selection, scene selection deselects handle, smooth accelerated movement, UI above gizmos |
| Passthrough and supported settings | Alpha, AR control policy | Correct alpha, material-specific fixtures, live head motion after writes, reconnect persistence |
| Desktop mirror/control shell | Mirror lifetime, desktop mirror, selected desktop-shell reference | Same eye source, bounded owned copy, no second XR renderer, truthful stale/unavailable state |
| Performance and closure | Timings, spatial validation | Matched connected-session capture, counter budgets, loss/reconnect and physical headset checks |
Select supported capabilities before implementation
This bundle describes application construction; it does not certify every optional runtime/client feature. Resolve the selected packages and report each requested capability as supported, conditional, unavailable, or unverified before promising the integrated result.
| Requested feature | Required implementation boundary |
|---|---|
| Depth-aware primary spatial UI | Baseline: Vulkan, nonfoveated projection, required negotiated depth, and application-built OpenXR API layer with attachment-capable swapchains. Follow the compositor construction route. |
| Warped/foveated primary UI | Requires the runtime/vendor's actual projection/warp metadata and mapping. The bundle cannot invent a missing PQW contract; retain the nonfoveated baseline or report the requested mode unavailable. |
| Live AR/material controls | Requires a documented public apply path for the selected renderer/SDK. Otherwise keep policy staged or controls unavailable; arbitrary writes and context recreation do not establish support. |
| Hands, controller profiles and passthrough | Require observed extensions, valid input, client support and target-device evidence. Emulator success is narrower than physical-headset proof. |
| Independent unwarped mirror | Requires a supported negotiated capture mode and measured output; preserve headset rendering and report preview unavailable when capture cannot meet it. |
Native SDK headers/bindings and observed OpenXR create/submission data are the integration inputs. An internal implementation checkout or an unavailable source archive is not a prerequisite. A blocked required feature remains blocked in the handoff; successful startup must not silently reduce its scope.
Implementation seams
The table above is a build map, not the algorithms. Read these focused contracts when implementing the corresponding boundary:
| Boundary | Detailed reference |
|---|---|
| Predicted input, anchor latch and stage writes | Frame/input order |
| Native layer compilation, exports and discovery | Native build |
| Clip/FOV/subimage/depth encoding | Projection and depth |
| GPU pass order, barriers and texture retirement | Compositor passes |
| Stage tree, toolbar and settings state | Editor model |
| Multi-window raster/image/hit-map handoff | Async raster |
| Pinch/fist features and tool precedence | Recognizers, arbitration |
| Walkability, final query and yaw/position commit | Teleport acceptance |
| Parented scene manipulation | Transform safety |
| Supported AR updates versus saved policy | Available AR apply paths |
Keep renderer, navigation, selection, input and UI authoritative state in one application. Transport handlers enqueue intent; they do not mutate SDK objects. Separate immutable scene extraction, retained raster work, and mirror consumers from the frame owner. Store stage/context/input generations on async results and reject stale completions. Pair each raster with its own hit map.
Capabilities must be reported, not assumed: missing native hands, split-frame exports, compositor build tools, compatible depth attachments or material settings are explicit blocked features. Additional-layer support alone is not depth-aware UI. A self-contained recipe cannot supply a missing SDK capability; do not hide that boundary with private APIs or a second rendering pipeline.
For static review, a developer should be able to name every application module, its inputs/outputs, and the owning library API without opening the sample repo. For runtime completion, require the relevant scene/input/UI story on the target client. Portable mathematical recipes and simulator captures do not prove AVP or Quest ergonomics, display edges, or controller bindings.
Generated application handoff
Leave an application-owned build/run entry point, explicit SDK-root configuration, native layer/shader build, raster-worker lockfile and licensed font/icon assets. Ship the source and matching ABI declarations for the custom compositor/bridge; the SDK alone does not contain them. Keep runtime packages external unless their redistribution is authorized. Record capability failures without installing private fallback packages or silently removing requested features.
Provide a feature ledger mapping each requested behavior to its module, owning library boundary, test and current result. Include the three separate functional, visual and performance results from the experience guide. Run from an unrelated working directory with explicit configuration to catch sample-relative imports, machine-specific paths and missing generated shaders/assets. A startup/import pass is not completion of the native, GPU or physical-client gates.
Client capability record
Choose transport from the client, not merely the headset name:
| Client path | Service profile | Input/passthrough gate |
|---|---|---|
| AVP native CloudXR client | Matching native profile from the selected CloudXR distribution | Runtime hand extension and controller actions must be observed; alpha must survive client presentation |
| Quest native CloudXR client, if supplied | Compatible native profile from that distribution | Do not infer identical bindings or hand support from AVP |
| Quest controlled browser/WebXR client | Matching WebRTC profile from the selected CloudXR distribution | Native streamed controller input and separately labeled client hand telemetry; request/check browser hand and AR presentation capabilities |
Record client/runtime build, negotiated extensions and blend/depth/foveation, actual action profile, per-hand validity, and one correlated visual test per required feature. Unavailable is a supported diagnostic state, not a pass. Keep device-specific gesture ergonomics configurable; the skill equations do not override headset system gestures. Reuse the central runtime/dependency guidance for setup rather than introducing device-specific private SDK paths.
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