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arXiv · 2610.26247

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

Abstract

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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Thomas George, Severin A. T. Klapproth, Jens Henrik Göbbert, Jonathan Windgassen, Andreas Adelmann, Sriramkrishnan Muralikrishnan. 2026-10-19. Bridging In-Situ Visualization to Game Engines: From ParaView Catalyst via ANARI to Unreal Engine. https://arxiv.org/abs/2610.26247

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