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Omniverse Realtime Viewer

OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI

  • Skill
  • Meta (authoring, orchestration, planning, memory)
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD app requests 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 orchestrator for developing USD-based viewer applications. It provides a structured approach to selecting implementation recipes, enforcing architectural conventions, and managing dependencies. By utilizing a set of focused reference documents, it guides developers through the lifecycle of building, configuring, and validating viewer applications, ensuring consistent behavior across different delivery paths such as local workstations or streaming environments.

What it does

  • Routes development requests to specific implementation recipes based on the target delivery path.
  • Enforces architectural rules for USD rendering, stage management, and UI integration.
  • Provides guidance on camera selection, input handling, and viewport interaction.
  • Standardizes the integration of AOV switching and render product configuration.
  • Facilitates the capture of validation evidence for viewer readiness.
  • Maintains separation between user-provided USD files and application-specific session state.

When to use it

  • When initiating the development of a new USD viewer application within the Omniverse ecosystem.
  • When determining the appropriate delivery path for a viewer, such as local native or streaming.
  • When needing to implement consistent camera, selection, or UI behavior across viewer projects.
  • When integrating advanced rendering features like AOV switching into an existing viewer.

Advantages

  • Ensures architectural consistency across diverse viewer implementations.
  • Provides a clear, modular path for adding specific capabilities like input routing or data display.
  • Promotes clean separation of concerns between stage data and viewer-owned state.
  • Standardizes the validation process for consistent delivery.

Usage examples

“I need to build a browser-based viewer for USD files.”
The agent will route you to the streaming viewer recipe, providing guidance on WebRTC stream setup, UI integration, and viewport interaction.
“How do I implement AOV switching in my local USD viewer?”
The agent will provide the AOV switching reference, detailing how to map render vars and update the display state on the server.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/openai/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

This is the top-level entry point for the Omniverse Realtime Viewer skill package. It is self-contained: all required routing, conventions, and validation guidance live in the selected references.

Use the focused reference documents as implementation recipes. This file chooses the right recipes and preserves the architectural rules that must hold across all generated viewer apps.

Instructions

Start by classifying the requested viewer, then read only the references needed for that delivery path and feature set. Implement the render path first, layer interaction and UI behavior on top of it, and finish by capturing validation evidence from references/validation.md.

Read Order

  1. Read references/routing.md to choose the delivery path and focused references.

  2. Read references/conventions.md before implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.

  3. For broad viewer requests, read references/usd-viewer-app/README.md.

  4. If the delivery path is unclear, read references/streaming-vs-local/README.md.

  5. If the prompt includes layout, panels, controls, inspectors, status, or UX, read references/viewer-ux-workflow/README.md and then the focused viewer UI references. This applies to React/WebRTC, Tauri, Electron, ovui, ovwidgets, and Dear ImGui apps; "frontend" means user-facing UI, not only browser UI.

  6. For viewport interaction, read references/viewer-input-routing/README.md before references/camera-controls/README.md, references/native-picking-selection/README.md, or references/object-selection/README.md.

  7. Read only the focused capability references needed for the requested app.

  8. Use references/validation.md to capture review evidence before handoff.

Non-Negotiables

  • Use ovrtx for all USD and 3D rendering.

  • Browser apps display an ovstream WebRTC video stream plus UI. The browser does not render USD geometry.

  • Do not substitute WebGL, Three.js, Babylon.js, PlayCanvas, A-Frame, model-viewer, react-three-fiber, glTF browser viewers, or other client-side 3D renderers.

  • If local validation cannot run because the GPU/runtime environment is absent, scaffold the ovrtx path and document the runtime requirement. Do not add a browser-renderer fallback.

  • Keep user USD files unmodified. Viewer cameras, render products, render vars, settings, selection metadata, and runtime state belong in session/composite layers or app state.

  • Keep one owner for renderer.step(), stage mutation, native picking, selection writes, and live attribute writes.

  • Keep dependency acquisition in references/dependencies/README.md and deployment choices in references/cloud-deployment/README.md; do not duplicate package locations or deployment setup.

Focused Reference Families

  • Entry points and recipes: references/usd-viewer-app/README.md, references/streaming-viewer-recipe/README.md, references/ovui-local-viewer-recipe/README.md, references/streaming-vs-local/README.md, references/electron-shm-viewer/README.md, references/ovwidgets-editor-shell/README.md.

  • Rendering and stage: references/ovrtx-rendering/README.md, references/stage-loading/README.md, references/stage-management/README.md, references/render-settings/README.md, references/aov-switching/README.md, references/stage-hierarchy/README.md, references/stage-queries/README.md, references/stage-attribute-reads/README.md, references/prim-transform-safety/README.md, references/usd-sample-data/README.md.

  • Delivery and runtime: references/streaming-server/README.md, references/streaming-client/README.md, references/streaming-messages/README.md, references/streaming-lifecycle/README.md, references/local-viewer/README.md, references/tauri-local-viewer/README.md, references/cpp-native-viewer/README.md, references/headless-shm-cli/README.md, references/viewer-backend-interface/README.md, references/webgl-shm-transport/README.md.

  • Viewer UI/UX: references/viewer-ux-workflow/README.md, references/viewer-layout-patterns/README.md, references/viewer-control-patterns/README.md, references/viewer-data-view-patterns/README.md, references/viewer-feedback-status/README.md.

  • Interaction: references/viewer-input-routing/README.md, references/camera-controls/README.md, references/object-selection/README.md, references/native-picking-selection/README.md, references/selection-feedback/README.md, references/selection-animation/README.md, references/transform-manipulator/README.md, references/gl-viewport-overlay/README.md, references/ovui-library/README.md, references/prim-pick-effects/README.md, references/prim-info-display/README.md, references/viewport-overlays/README.md.

  • Infrastructure: references/dependencies/README.md, references/windows-native-setup/README.md, references/cloud-assets/README.md, references/cloud-deployment/README.md, references/troubleshooting/README.md.

Build Workflow

  1. Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.

  2. Select a small reference set. Start with the recipe or routing reference, then add focused capabilities such as camera, picking, hierarchy, properties, render settings, transform tools, cloud assets, or deployment.

  3. Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.

  4. Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.

  5. Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.

  6. Capture validation evidence before calling the viewer ready.

Examples

  • For a browser viewer request, use the streaming recipe references plus camera, picking, hierarchy, properties, render settings, and stream-status references.

  • For a local workstation viewer request, use the local or native delivery references plus renderer setup, stage loading, viewport input, and validation.

Completion Checklist

  • Selected references match the user's intent and delivery path.

  • No code path uses a browser-side 3D renderer for USD.

  • The generated app has one clear owner for render stepping and stage mutation.

  • User USD files remain untouched by viewer-owned session data.

  • Camera, input, selection, scene loading, and stream behavior follow references/conventions.md.

  • Setup/build/run results and visual interaction evidence are captured with references/validation.md.

Files

references/viewport-resize/README.md

Viewport Resize

Triggers

Use this skill for dynamic viewport resize, responsive viewport, resizeViewport, dynamic resolution, browser resize, video letterboxing, or stream resolution changes.

Use this when a browser-streamed USD viewer should render at the current viewport size instead of a fixed stream resolution. The browser still displays a video stream; it never renders USD or 3D geometry.

End-To-End Contract

Dynamic resize must update all resolution-dependent state together:

  1. Frontend observes the video container's CSS layout size with ResizeObserver.

  2. Frontend debounces and sends resizeViewport {width,height} over the data channel after connection.

  3. Server validates, clamps, and rounds dimensions to encoder-safe even values.

  4. Server serializes the resize with renderer stage mutation; do not resize while renderer.step() is active.

  5. Server updates the ovrtx RenderProduct resolution.

  6. Server updates camera aspect ratio, usually by keeping horizontalAperture fixed and recomputing verticalAperture.

  7. Server recreates CUDA/Warp stream buffers for the new [height,width,4] shape.

  8. Server resizes the ovstream encoder/output path when the API is available, otherwise reconnects or restarts through an explicit path.

  9. Server sends resizeViewportResult with the effective dimensions after clamping.

Do not treat CSS video resizing alone as a renderer resize. CSS scaling can make the video fill the panel, but ovrtx, ovstream, picking, and camera projection still need the same effective dimensions.

Frontend Pattern

Observe the element that defines the viewport layout, usually the parent of video#remote-video. Use CSS pixels, not devicePixelRatio-scaled pixels; the server render resolution is being matched to the browser layout box.

useEffect(() => {
  if (status !== 'connected') return;

  const videoEl = document.getElementById('remote-video');
  const container = videoEl?.parentElement;
  if (!container) return;

  let last = { width: 0, height: 0 };
  let debounceTimer: ReturnType<typeof setTimeout> | undefined;

  const observer = new ResizeObserver(entries => {
    const entry = entries[0];
    if (!entry) return;
    if (debounceTimer) clearTimeout(debounceTimer);

    debounceTimer = setTimeout(() => {
      const width = Math.round(entry.contentRect.width) & ~1;
      const height = Math.round(entry.contentRect.height) & ~1;
      if (width <= 0 || height <= 0) return;
      if (width === last.width && height === last.height) return;
      last = { width, height };
      sendMessage({ event_type: 'resizeViewport', payload: { width, height } });
    }, 200);
  });

  observer.observe(container);
  return () => {
    if (debounceTimer) clearTimeout(debounceTimer);
    observer.disconnect();
  };
}, [status, sendMessage]);

Video CSS should match the chosen server policy:

.viewport video {
  width: 100%;
  height: 100%;
  object-fit: fill;
}

Use object-fit: fill only when the server keeps render resolution and camera aspect synchronized with the container. If the server uses fixed render resolution, use preserve-aspect display and keep letterbox coordinate mapping.

Message Protocol

Add a normal app data-channel message:

{"event_type":"resizeViewport","payload":{"width":1280,"height":720}}

Recommended response:

{"event_type":"resizeViewportResult","payload":{"width":1280,"height":720,"result":"success"}}

The response dimensions are the effective server values after clamping and even alignment. The frontend can use them for diagnostics; normal rendering does not need to wait for every response before sending a later debounced resize.

Server Handler

Keep the message callback small. Validate and enqueue resize work for the render thread, or take the same lock used to serialize stage mutation and rendering.

def _handle_resize_viewport(self, payload: dict) -> None:
    width = payload.get("width")
    height = payload.get("height")
    if not isinstance(width, int) or not isinstance(height, int):
        logger.warning("resizeViewport: invalid payload %s", payload)
        return

    width = max(320, min(3840, width)) & ~1
    height = max(240, min(2160, height)) & ~1
    self.server.enqueue_resize_viewport(width, height)

Use bounds appropriate for the target GPU and codec. Reject or clamp hostile values; data-channel payloads are client input.

Render Thread Resize

Resize under the same ownership rules as scene loading:

def resize_viewport(self, width: int, height: int) -> None:
    if width == self.width and height == self.height:
        return

    with self.stage_lock:
        self.width = width
        self.height = height
        self.camera.width = width
        self.camera.height = height

        self.resize_render_product(width, height)
        self.update_camera_aspect(width, height)
        self.recreate_stream_buffer(width, height)

        if hasattr(self.stream_server, "resize"):
            self.stream_server.resize(width, height)
        else:
            self.request_stream_reconnect("resize requires stream restart")

    self.send_message("resizeViewportResult", {
        "width": width,
        "height": height,
        "result": "success",
    })

If the active ovstream build does not expose live resize, do not silently keep streaming old-size frames. Use an explicit reconnect/restart path and make the frontend reconnect.

ovrtx Render Product

Update the viewer-owned RenderProduct resolution in the session/composite stage. Use the actual render product path passed to renderer.step().

from pxr import Gf

def resize_render_product(stage, render_product_path: str, width: int, height: int) -> None:
    prim = stage.GetPrimAtPath(render_product_path)
    if not prim or not prim.IsValid():
        raise RuntimeError(f"Missing RenderProduct: {render_product_path}")
    attr = prim.GetAttribute("resolution")
    if not attr:
        raise RuntimeError(f"RenderProduct has no resolution: {render_product_path}")
    attr.Set(Gf.Vec2i(width, height))

When direct pxr access is isolated in a worker process, apply the same edit through the owner of the session/composite layer or rebuild the viewer wrapper through the render thread.

Camera Aspect

Keep horizontal field of view stable and derive vertical aperture from the new aspect:

def update_camera_aspect(stage, camera_path: str, width: int, height: int) -> None:
    cam = stage.GetPrimAtPath(camera_path)
    h_attr = cam.GetAttribute("horizontalAperture")
    v_attr = cam.GetAttribute("verticalAperture")
    h_aperture = float(h_attr.Get() or 20.955)
    v_attr.Set(h_aperture * float(height) / float(width))

If the app copies an authored stage camera, preserve that camera's horizontal aperture and recompute only the vertical aperture for viewport size changes.

Buffers And Coordinates

Every buffer or coordinate transform that depends on render size must update with the resize:

  • BGRA stream buffer: recreate as wp.uint8 [height,width,4].

  • AOV conversion buffers: recreate or validate shape before copy.

  • Pick buffers and ID maps: treat the next frame after resize as the source of truth.

  • Camera/input state: store current viewport width and height for drag normalization.

  • DOM mapping: with object-fit: fill, CSS coordinates map linearly to render pixels after even rounding; with preserve-aspect display, keep letterbox correction.

  • Server-side overlays: call their resize hook or rebuild their render target.

Synchronize CUDA work before freeing/replacing a buffer if the previous frame may still be in use.

if self.stream_buf is None or self.stream_buf.shape[:2] != (height, width):
    wp.synchronize()
    self.stream_buf = wp.zeros((height, width, 4), dtype=wp.uint8, device="cuda:0")

Validation

Check these after implementation:

  • Resize the browser pane and confirm decoded frame size changes in chrome://webrtc-internals.

  • Confirm the video has no letterboxing when using object-fit: fill.

  • Confirm camera orbit and click picking remain aligned after resize.

  • Confirm object shapes do not stretch; if they do, camera aperture/aspect was not updated.

  • Confirm scene switching after resize uses the latest viewport size when rebuilding session/composite data.

  • Confirm no renderer.step() runs concurrently with render product or stream buffer resize.

See also: streaming-client, streaming-server, streaming-messages, streaming-lifecycle, ovrtx-rendering, stage-loading, viewer-input-routing, camera-controls, object-selection, render-settings.

Requirements and compatibility

Written for: OpenAI Codex

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.

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
OpenAI (Official)
Distributed by
OpenAI
Source
openai/plugins · plugins/nvidia/skills/omniverse-realtime-viewer · commit d420d13
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (written by AutoGineer)
  • ATTRIBUTION.md (written by AutoGineer)
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