Bridging In-Situ Visualization to Game Engines: From ParaView Catalyst via ANARI to Unreal Engine
Overview & Synopsis
In-situ high-performance computing (HPC) simulations produce massive datasets that remain difficult to stream into game engines for interactive visualization. We present an in-situ, disk-free pipeline that couples simulation data to Unreal Engine 5 through ParaView's ANARI rendering API. A modified ANARI-USD device captures Universal Scene Description (USD) scene graphs in memory at the ANARI layer and streams the engine-agnostic USD format through an embedded ZeroMQ broker to visualization clients, where JuSync, middleware with a companion Unreal Engine 5 plugin, parses the geometry as it arrives and routes it to engine rendering components at runtime, producing scenes that are camera-navigable once received. The decoupled design keeps simulation execution independent of visualization load, and clients may connect or disconnect at any time. The pipeline is demonstrated on the JURECA-DC supercomputer at Forschungszentrum Jülich, streaming Free Electron Laser (FEL) simulation data with point clouds of tens of millions of particles.
arxiv.org)
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Document Information
| Document Title | Bridging In-Situ Visualization to Game Engines: From ParaView Catalyst via ANARI to Unreal Engine |
|---|---|
| Author / Organization | Thomas George, Severin A. T. Klapproth, Jens Henrik Göbbert, Jonathan Windgassen, Andreas Adelmann, Sriramkrishnan Muralikrishnan |
| Subject & Discipline | cs.DC |
| Categories | Science & Mathematics |
| Publication Year | 2026 |
| License / Rights | arXiv Open Access / Creative Commons |
| Resource Verification | Listed PDF (Verification Pending) |
| Original Host Website |
arXiv
(arxiv.org)
|
| File Format | application/pdf (Portable Document Format) |
| Language | EN |
| Catalog ID | DOC-273191 |
| Original Source Link | Visit Source Page on arxiv.org » |