Neurones 3D Engine ScienceViewerLearningEngine Overview Download

complete reference

Every feature, illustrated.

The full inventory of Neurones 3D Engine, with real renders produced headlessly by the engine itself. No compositing, no mockups. Every number below is measured.

Animated full turn inside a photoreal Gaussian splat room, rendered frame by frame by the engine
It moves like this: a full turn inside a Gaussian splat scene, 48 frames rendered headlessly by the engine, played back as-is
Changelog What's new
  1. v1.0Coming soon

    the milestone release, already taking shape in the workshop.• Denser, cleaner point clouds from a single phone video, with far less noise
    • A native macOS build alongside Windows
    • More one-click classifiers for outdoor and infrastructure scenes

  2. v0.9Launch candidate

    one Rust engine that takes you from capture to understanding to deliverable.• View billions of points at 60 fps, fully offline, even on a 10-year-old laptop
    • Open the formats you already have: LAS, LAZ, COPC, E57 with 360 panoramas, PLY, NPY
    • Photoreal 3D Gaussian Splatting built in (PLY and SPZ), plus any point cloud rendered as soft photoreal surfels
    • Import whole buildings and CAD parts by drag and drop: IFC (BIM), STEP, glTF, GLB and meshes
    • Turn a phone video into a colored 3D point cloud in seconds, on your own GPU
    • One-click semantic classification and parameter-free segmentation, from raw scan to meaning
    • Measure distances, cut floor plans and sections, and voxelize any scan into a block world
    • Export what you need: PLY, glTF, high-resolution orthoimages and smooth MP4 flythroughs
    • One 15 MB file, no installer, no account, no cloud, no telemetry

See the full changelog →
The Neurones 3D Engine application window with a 43.5 million point indoor scan open, dark interface with scene panels
The workspace, captured live: the 43.5M-point scan open in the app
The Neurones 3D Engine application window standing inside a photoreal Gaussian splat room at 60 fps
Same window, a photoreal splat scene: this is the whole interface
01

Point Cloud Engine

Open survey-grade files the moment they land on the window, and keep moving at 60 fps whatever their size. The out-of-core index means the limit is your disk, not your RAM: billion-point-class files run on ordinary laptops.

Camera standing inside a 43.5 million point indoor laser scan, corridor and doorways rendered as colored points
Standing inside the 43.5M-point scan: a corridor at eye level
Interior view of an archive room in a laser scan, shelving racks rendered as eye-dome-lit points
Same file, another room: archive shelving in EDL points
Point cloud colored by elevation with a smooth height ramp
Color by elevation, or by any scalar field
Two large point clouds composited in one scene, 87 million points in a single frame
Multi-layer scenes: 87M points in one frame
02

Gaussian Splatting

Neurones 3D renders real 3D Gaussian Splatting natively, and goes one step further: any point cloud can become photoreal surfels, soft tangent-plane Gaussians that blend into continuous surfaces at full survey scale.

Photoreal interior of an abandoned room with wood panelling and green wallpaper, rendered from 3D Gaussian splats
Standing inside a Gaussian splat scene: photoreal, no mesh, no textures
Photoreal room rendered from native 3D Gaussian Splatting data
Native 3D Gaussian Splatting (EWA, anti-aliased)
Point cloud rendered as photoreal Gaussian surfels blending into smooth surfaces
Photoreal Gaussian surfels: points blend into smooth surfaces
03

Rendering Engine

The same data can read as crisp survey points, a continuous lit surface, or a field of photoreal surfels, one toggle apart. Every mode runs through a real lighting and post-processing stack, and quality presets fit it to whatever GPU shows up.

Dense indoor point cloud rendered as crisp eye-dome-lit points
Crisp Eye-Dome-Lit points, the classic survey look
43.5 million point LAS file rendered as a continuous lit surface with ambient occlusion
Same points, surface mode: continuous, lit, hole-filled
Indoor scan corridor rendered as oriented Gaussian surfels that blend points into smooth continuous walls
Oriented Gaussian surfels inside the scan: points become walls
04

Mesh Engine

Triangle meshes are first-class citizens: import textured assets, BIM and CAD models next to your scans, shade them four different ways, and generate clean planar meshes from segmented point clouds, ready for export.

A complete IFC building model, curtain walls and skylights included, rendered by the pure-Rust importer
A full IFC building (3,956 elements), handed to the mesh engine by the BIM importer below.
05

BIM Engine

Drop an IFC building or a STEP part on the window and it is meshed by a pure-Rust importer, no external kernel, no conversion step. A 100,871-entity building (3,956 elements) meshes in about one second, with its real materials.

Complete IFC building model on pilotis columns seen from above, meshed by the pure-Rust BIM importer
The whole IFC model, one second after the drop: slabs, skylights, pilotis
IFC building curtain wall ribbon receding into the distance above its concrete columns
Street level: the curtain-wall ribbon and its columns
Close-up of the IFC curtain wall with individual glass panels and mullions resolved
Close up: every glass panel and mullion is real, styled geometry
06

Voxel Engine

One click turns any scan into a lit block world, in real time, at resolutions up to 2048 cells per axis. Useful for massing studies, game assets, and the occasional Minecraft version of your building.

Animated turntable of the indoor scan voxelized at 256 cells across
The block world, turning: a 36-frame turntable straight from the engine
43.5 million point indoor scan voxelized at 64 cells across, large blocks
The same 43.5M-point scan at 64 voxels across
Indoor scan voxelized at 256 cells across, rooms and skylights readable
256 across: rooms, corridors and skylights appear
Indoor scan voxelized at 1024 cells across, fine architectural detail in blocks
1024 across: doorways, furniture and fixtures survive the blocks
Indoor scan voxelized into a Minecraft-style block world
Voxel view of a real indoor scan
07

3D Reconstruction DEV PREVIEW

Drop a phone video on the window and get a colored 3D point cloud back in about fifteen seconds. Feed-forward neural reconstruction, running locally on your GPU: no upload, no account, no cloud minutes.

Doll-house view of a room reconstructed from a phone video, rendered as a point cloud
A room captured on video, back as a point cloud: doll-house view rendered in the engine
08

Intelligence

The N3D Classifier labels a scan semantically in one click, and unsupervised segmentation decomposes any surface without a single parameter to tune. From raw geometry to meaning, on your machine.

Indoor point cloud semantically classified into floors, walls, ceilings and furniture
One-click semantic classification (N3D Classifier, Indoor)
Point cloud decomposed into colored segments by unsupervised segmentation
Unsupervised segmentation, parameter-free
Corridor of an indoor scan semantically classified from the inside, ceiling in blue, walls in white, floor in tan
The classifier seen from inside the scan: ceiling, walls, floor
Lounge inside the scan with armchairs classified as furniture in green, floor tan, ceiling blue, walls white
Inside a lounge: every armchair found as furniture, one click
Building-wide unsupervised segmentation, each planar surface in its own color
The whole building segmented, parameter-free: one color per surface
09

Toolbox

The deliverables tools: measure with octree-accurate picking, cut plans and sections like a CAD station, and film your data. An 8192 px orthoimage of a floor plan comes straight from the point cloud.

2D architectural floor plan cut directly from a point cloud
2D floor plan cut straight from the cloud
10

Performance and reliability

Pure Rust on GPU-native wgpu, with a performance culture to match: every optimization is benchmarked against recorded baselines, and a malformed-file torture corpus keeps the engine impossible to crash from data.

11

Distribution and licensing

One 15 MB self-contained executable. No installer, no dependencies, no account, no telemetry. The free tier is the whole viewer and every in-app process; Pro unlocks everything that writes results out, with a fully offline key.

Free, forever

Everything in the viewer.

Every format, the full engine, photoreal rendering, classification, segmentation, sections, measurement. No account. No trial clock.

Pro, one key

When results leave the app.

Data exports (PLY, glTF), MP4 flythroughs, 8K orthoimage delivery. Unlocked by an offline license key: no server, no subscription, yours on any machine.

Download free for Windows ← Back to overview

About

Why Neurones 3D exists.

Standing inside a 43.5 million point indoor laser scan rendered by Neurones 3D Engine

I have spent years working with point clouds, and for most of them the software got in the way. I wanted one tool I would actually reach for every day: fast enough to enjoy, honest about what it does, and calm to use.

Neurones 3D started in Python, the way most of my research does. It worked, but it was heavy, and heavy tools quietly discourage you from opening them. So I rebuilt everything in Rust, from the file readers to the renderer, with one rule: stay frugal. A single small file, no cloud, no telemetry, billions of points on a laptop that is ten years old. In an age where every tool reaches for a data center, I wanted the opposite.

The goal is simple to say and hard to earn. One package that carries you from capture to understanding to deliverable, without exporting to five other programs along the way. Load a scan, a splat, a building, a phone video. See it, classify it, measure it, and send out something real. Together, in one place.

This is the tool I always wanted. I hope it becomes yours too.

Dr. Florent Poux 3D Geodata Academy

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