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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-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 incrementImplementation contractAcceptance before adding the next layer
Product layout and interaction brief (when UI is requested)Experience quality, editor stateDeclared surfaces, anchors, theme, gesture hints and target frame-time budget
Package bootstrap, service and one render ownerLibrary construction, dependency ownerNative loads, stage population, first stereo pixels and head motion
Source-safe scene and navigationSession composition, anchor mathNon-origin spawn, Y/Z up, scale and reset without modifying source USD
Native controllers and handsInput routing, hand validityActual extension/action/pose evidence, one converted snapshot and cancellation on loss
Selection and scene toolsControllers, interaction serviceRay hit, one-click selection replacement, no-jump transform, bounded scene-query work
TeleportNavigation, gesture mathSwing steers, relative twist faces, valid release commits, cancel requires both-open/fresh-pinch rearm
Retained windows and toolbarComposition UI, Skia/Yoga, raster ABICrisp text plus matching hit regions; stalled raster work does not block XR
SDK frames and an application-owned compositorSDK backend, native compositor constructionOne begin/bind/submit owner, coordinated stage publication, stereo scene-depth intersections
Grab bars, fist movement, layered toolsSurface interaction, depth toolsPersistent handle selection, scene selection deselects handle, smooth accelerated movement, UI above gizmos
Passthrough and supported settingsAlpha, AR control policyCorrect alpha, material-specific fixtures, live head motion after writes, reconnect persistence
Desktop mirror/control shellMirror lifetime, desktop mirror, selected desktop-shell referenceSame eye source, bounded owned copy, no second XR renderer, truthful stale/unavailable state
Performance and closureTimings, spatial validationMatched 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 featureRequired implementation boundary
Depth-aware primary spatial UIBaseline: Vulkan, nonfoveated projection, required negotiated depth, and application-built OpenXR API layer with attachment-capable swapchains. Follow the compositor construction route.
Warped/foveated primary UIRequires 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 controlsRequires 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 passthroughRequire observed extensions, valid input, client support and target-device evidence. Emulator success is narrower than physical-headset proof.
Independent unwarped mirrorRequires 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:

BoundaryDetailed reference
Predicted input, anchor latch and stage writesFrame/input order
Native layer compilation, exports and discoveryNative build
Clip/FOV/subimage/depth encodingProjection and depth
GPU pass order, barriers and texture retirementCompositor passes
Stage tree, toolbar and settings stateEditor model
Multi-window raster/image/hit-map handoffAsync raster
Pinch/fist features and tool precedenceRecognizers, arbitration
Walkability, final query and yaw/position commitTeleport acceptance
Parented scene manipulationTransform safety
Supported AR updates versus saved policyAvailable 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 pathService profileInput/passthrough gate
AVP native CloudXR clientMatching native profile from the selected CloudXR distributionRuntime hand extension and controller actions must be observed; alpha must survive client presentation
Quest native CloudXR client, if suppliedCompatible native profile from that distributionDo not infer identical bindings or hand support from AVP
Quest controlled browser/WebXR clientMatching WebRTC profile from the selected CloudXR distributionNative 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

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Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip