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NARVis: Neural Accelerated Rendering for Real-Time Scientific Point Cloud Visualization

Srinidhi Hegde, Kaur Kullman, Thomas Grubb, Leslie Lait, Stephen Guimond, Matthias Zwicker

TL;DR

NAR addresses the challenge of real-time, high-fidelity visualization of massive scientific point clouds by learning a neural post-processing pass that augments a fast, multi-stream rasterizer. It couples a high-performance MSR with a U-Net-based renderer trained offline to imitate a chosen high-quality renderer (Gaussian Splatting), enabling real-time rendering from the original PC data with view-dependent effects. Demonstrations on Hurricane, Storms, and Morro Bay show competitive fidelity (PSNR/SSIM) at interactive frame rates (e.g., >126 fps on large datasets) and modest memory footprints (~12 GB), with strong generalization to related PCs and meaningful ablations of components and data streams. The work offers a scalable, end-to-end framework for immersive scientific visualization, suitable for XR and large-scale analytics, by balancing rendering speed, memory use, and visual fidelity through learnable post-processing.

Abstract

Exploring scientific datasets with billions of samples in real-time visualization presents a challenge - balancing high-fidelity rendering with speed. This work introduces a novel renderer - Neural Accelerated Renderer (NAR), that uses the neural deferred rendering framework to visualize large-scale scientific point cloud data. NAR augments a real-time point cloud rendering pipeline with high-quality neural post-processing, making the approach ideal for interactive visualization at scale. Specifically, we train a neural network to learn the point cloud geometry from a high-performance multi-stream rasterizer and capture the desired postprocessing effects from a conventional high-quality renderer. We demonstrate the effectiveness of NAR by visualizing complex multidimensional Lagrangian flow fields and photometric scans of a large terrain and compare the renderings against the state-of-the-art high-quality renderers. Through extensive evaluation, we demonstrate that NAR prioritizes speed and scalability while retaining high visual fidelity. We achieve competitive frame rates of $>$ 126 fps for interactive rendering of $>$ 350M points (i.e., an effective throughput of $>$ 44 billion points per second) using $\sim$12 GB of memory on RTX 2080 Ti GPU. Furthermore, we show that NAR is generalizable across different point clouds with similar visualization needs and the desired post-processing effects could be obtained with substantial high quality even at lower resolutions of the original point cloud, further reducing the memory requirements.

NARVis: Neural Accelerated Rendering for Real-Time Scientific Point Cloud Visualization

TL;DR

NAR addresses the challenge of real-time, high-fidelity visualization of massive scientific point clouds by learning a neural post-processing pass that augments a fast, multi-stream rasterizer. It couples a high-performance MSR with a U-Net-based renderer trained offline to imitate a chosen high-quality renderer (Gaussian Splatting), enabling real-time rendering from the original PC data with view-dependent effects. Demonstrations on Hurricane, Storms, and Morro Bay show competitive fidelity (PSNR/SSIM) at interactive frame rates (e.g., >126 fps on large datasets) and modest memory footprints (~12 GB), with strong generalization to related PCs and meaningful ablations of components and data streams. The work offers a scalable, end-to-end framework for immersive scientific visualization, suitable for XR and large-scale analytics, by balancing rendering speed, memory use, and visual fidelity through learnable post-processing.

Abstract

Exploring scientific datasets with billions of samples in real-time visualization presents a challenge - balancing high-fidelity rendering with speed. This work introduces a novel renderer - Neural Accelerated Renderer (NAR), that uses the neural deferred rendering framework to visualize large-scale scientific point cloud data. NAR augments a real-time point cloud rendering pipeline with high-quality neural post-processing, making the approach ideal for interactive visualization at scale. Specifically, we train a neural network to learn the point cloud geometry from a high-performance multi-stream rasterizer and capture the desired postprocessing effects from a conventional high-quality renderer. We demonstrate the effectiveness of NAR by visualizing complex multidimensional Lagrangian flow fields and photometric scans of a large terrain and compare the renderings against the state-of-the-art high-quality renderers. Through extensive evaluation, we demonstrate that NAR prioritizes speed and scalability while retaining high visual fidelity. We achieve competitive frame rates of 126 fps for interactive rendering of 350M points (i.e., an effective throughput of 44 billion points per second) using 12 GB of memory on RTX 2080 Ti GPU. Furthermore, we show that NAR is generalizable across different point clouds with similar visualization needs and the desired post-processing effects could be obtained with substantial high quality even at lower resolutions of the original point cloud, further reducing the memory requirements.
Paper Structure (23 sections, 1 equation, 11 figures, 6 tables)

This paper contains 23 sections, 1 equation, 11 figures, 6 tables.

Figures (11)

  • Figure 1: We present Neural Accelerated Renderer (NAR) for high-quality visualization of large scientific point clouds with low motion-to-photon latency. We show that NAR can visualize a variety of scientific use cases, such as visualizing (a) static vector fields (Hurricane), (b) particle trajectories (Storms), and (c) photometric terrain scans (Morro Bay). (d) NAR renders high-quality images comparable to the rendering quality of conventional high-quality renderers (such as the Gaussian Splatting (GSplat) renderer) with significantly lower latency and memory footprints. (Note: the axes are in log-scale and the bubble sizes are proportional to the labeled number of points.)
  • Figure 2: NAR Overview. (a) We train NAR with the large high-resolution scientific PC data and a preferred renderer (Gaussian Splatting forward renderer kerbl3Dgaussians in our case) for learning geometry and appearance respectively. $I_O$ and $I_R$ represent the rendering from the conventional renderer and NAR respectively. (b) We only use the original (or modified) PC to render real-time high-quality renderings based on the user's viewing directions for inference.
  • Figure 3: Details of the NAR. We take the input view and the PC to render view-dependent PC features with an MSR and pass these features to our rendering network, a U-Net ronneberger2015u, to generate final renderings. Before passing to the U-Net, we down scale and apply a $1\times1$-Convolution (retaining the number of channels) to the multi-stream features and concatenate ($\bigoplus$) them to the first U-Net blocks at the respective resolutions. (Green blocks: down scaled and $1\times1$ convolved multi-stream features, Pink blocks: U-Net block outputs.)
  • Figure 4: Gaussian splatting rendering effects for PC visualization and training data creation.
  • Figure 5: Qualitative comparison of different renderers. NPBG and NAR are trained on GSplat renderings. $^\dagger$GSplat and NPBG used 0.5× and 0.1× the original number of MorroBay points, respectively, due to memory constraints. More results in Section \ref{['app:addres']} of the supplementary.
  • ...and 6 more figures