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Bridging In-Situ Visualization to Game Engines: From ParaView Catalyst via ANARI to Unreal Engine

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arXiv nonexclusive license
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Published
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Abstract · v1

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.

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