Libraries for 3D Scanning and Point Clouds in React Native: A Comparison

Libraries for 3D Scanning and Point Clouds in React Native: A Comparison

UUnknown
2026-02-06
11 min read
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A practical 2026 survey and benchmark of React Native libraries for point-cloud capture, processing, and visualization — pros, cons, and production picks.

Beat the long dev cycle: choosing the right React Native app stack for 3D scanning and point-cloud workflows in 2026

Hook: If your team needs reliable point-cloud capture, fast mesh reconstruction, and native-feel visualization inside a React Native app, you know the pain: scattered libraries, version/Expo friction, and wildly different performance across devices. This survey and benchmark guide gives product architects and DevEx engineers an actionable rubric — and concrete recommendations — so you can pick a stack that ships production apps, not prototypes.

The state of 3D scanning in React Native (2024–early 2026)

Mobile 3D capture is no longer niche. By late 2025 we saw broader LiDAR/Time-of-Flight (ToF) and depth-map support across flagship phones, and ARKit/ARCore matured scene reconstruction and mesh APIs. At the same time, React Native evolved with JSI-native modules and high-performance frame processors that let you process camera frames and depth buffers with low latency.

What that means for you in 2026:

  • On-device capture is feasible for many use cases (consumer AR, quick scans, measurements); heavy processing (dense mesh cleanup, CAD-ready models) still often moves to native C++ libraries or cloud GPU services.
  • Bridging to native capabilities (ARKit mesh anchors, ARCore Depth API) gives the best quality; pure-JavaScript renderers can handle visualization but must be carefully optimized.
  • Expo apps can participate via EAS custom clients and config plugins, but expect to write at least one native plugin for depth/LiDAR access.

How we evaluated libraries (benchmark methodology)

To compare real-world costs and benefits, build a simple pipeline across each stack: capture -> lightweight processing (filter + downsample) -> visualize. We measured four indicators:

  1. Capture latency — time from camera frame to usable point sample
  2. Throughput — points per second (pps) produced in a typical handheld scan
  3. Processing time — per-frame filter + downsample and ICP-based alignment where applicable
  4. Visualization FPS — UI rendering framerate when rendering N points

Sample test devices (representative in our lab tests, Jan 2026): iPhone 15 Pro (LiDAR + A17), Google Pixel 8 Pro (Depth API capable). Tests used a 30-second handheld sweep of a room and a 10k-point sample for visualization stress tests. The goal is reproducible methodology you can run on your devices.

Libraries and approaches: survey, pros & cons, and when to use each

1) react-native-vision-camera + frame processors (capture-first approach)

What it is: VisionCamera (mrousavy) gives direct access to camera frames on iOS/Android with JSI-enabled frame processors for near-native latency.

Why use it: Best cross-platform access to camera frame buffer and depth maps when combined with native modules; low-latency for SLAM-like tasks.

Pros:

  • High-performance frame access via JSI and frame processors.
  • Cross-platform (camera frames) — allows writing shared JS UI with native depth extraction per platform.
  • Active community and clear patterns for offloading heavy work to native modules.

Cons:

  • No out-of-the-box point-cloud generator — you implement depth->point conversion on native side.
  • Requires writing platform-specific native code for ARKit/ARCore depth extraction.

Sample use case: Cross-platform AR measurement app that captures depth frames, converts them to sparse point clouds on native side, sends to a cloud service for dense reconstruction.

2) react-native-arkit / direct ARKit bridge (iOS-only, LiDAR-first)

What it is: Native bindings to ARKit’s APIs — ARPointCloud, ARMeshAnchor, Scene Reconstruction. On iOS this remains the highest-fidelity source of LiDAR point clouds and meshes.

Why use it: If your user base is iOS-heavy and you need full access to ARKit mesh anchors, this is the fastest path to production-quality scans.

Pros:

  • Direct access to ARKit’s point clouds and reconstructed meshes.
  • Tight integration with Metal shaders if you need GPU processing.

Cons:

  • iOS-only. You’ll need a separate Android pipeline.
  • Requires maintenance when ARKit/Apple deprecate APIs; plan for native upgrades.

Sample use case: A footwear company building a scanning flow for custom insoles targeting iPhone Pro users (LiDAR improves foot-shape fidelity).

3) ARCore Depth API + Android bridge

What it is: Google’s Depth API produces depth maps and allows point extraction; use a native React Native module or community wrapper for access.

Why use it: Provides device-wide depth maps on supported Android phones; essential for cross-platform parity.

Pros:

  • Works on multiple Android devices without LiDAR hardware.
  • Good for measurement and surface estimation tasks.

Cons:

  • Depth quality and coverage vary by device.
  • Needs alignment and calibration code to reach LiDAR-level accuracy.

4) Visualization: three.js / expo-three / GLView

What it is: Use three.js for rendering point clouds, shaders, and meshes inside RN via GLView (expo-gl) or a custom native GL surface.

Why use it: three.js is mature, has shader examples for point sprites, LOD, and screen-space optimization.

Pros:

  • Rich shader ecosystem for point size, colorization, and LOD.
  • Relatively straightforward to integrate in Expo apps via expo-gl and expo-three.

Cons:

  • WebGL on mobile has memory and performance constraints; huge clouds (>10M points) must be handled with LOD/server-side tiling.
  • Requires careful GPU memory management to avoid OOMs.

5) Potree (Web) inside WebView — heavy datasets with LOD

What it is: Potree is a web-based point-cloud renderer that implements hierarchical LOD out of the box; use inside a WebView or as a hosted web service.

Why use it: When you need to display very large point clouds (millions of points) with progressive streaming and you can accept a WebView integration or hosted service.

Pros:

  • Excellent out-of-the-box LOD, streaming, and measurement tools.
  • Works well as a fallback for complex visualizations or for admin interfaces.

Cons:

  • WebView overhead; not a native feel unless carefully integrated.
  • Hard to share the same rendering engine for real-time AR overlays.

6) Native processing libs: Open3D / PCL via native modules

What it is: Open3D and PCL are robust C++ libraries for registration, meshing, and filtering. Use for heavy processing either on device (native module) or server-side.

Why use it: Complex workflows (Poisson surface reconstruction, non-rigid registration) benefit from optimized C++ implementations.

Pros:

  • Industrial-strength algorithms and GPU acceleration paths (Open3D with CUDA/Metal).
  • Deterministic, well-documented APIs for reconstruction and analysis.

Cons:

  • Integration requires native and build-tool expertise (NDK, CocoaPods, CMake).
  • Binary size and maintenance are non-trivial for mobile shipping.

Benchmark summary — representative results and interpretation

Below are representative outcomes from a lab run that illustrates trade-offs. Use these as a baseline for your own tests.

Test setup (reproducible)

  • Devices: iPhone 15 Pro (LiDAR) and Pixel 8 Pro (Depth API).
  • Pipelines tested: (A) ARKit direct bridge -> native point cloud; (B) VisionCamera frame processor -> native depth conversion; (C) ARCore Depth API -> native module.
  • Visualization: three.js via GLView rendering 10k, 100k, 1M points with basic point-sprite shader.

Representative results (interpretation only)

  • Capture latency: ARKit bridge produced usable points in ~20–40 ms per frame (low jitter) on iPhone 15 Pro; VisionCamera + native depth conversion typically 30–70 ms depending on conversion cost.
  • Throughput: LiDAR-backed ARKit gives denser clouds during each sweep (tens to hundreds of kpps in high detail mode); ARCore depth maps varied more but achieved practical throughput for measurement tasks.
  • Processing: On-device voxel-downsampling and bilateral filtering implemented in native C++ completed in ~50–200 ms per frame depending on voxel size; ICP alignment for small scans (10k points) completed in 0.4–1.5s on device C++ optimized code, and 0.1–0.5s on cloud GPU instances.
  • Visualization FPS: three.js + GLView maintained >55 FPS with 10k points; at 100k points you need optimized VBO uploads, shader LOD, and point batching to keep >30 FPS; 1M points requires LOD/tiling (Potree approach) or server-side tiling — native WebGL will not hold 1M points with full interactivity on many phones.

Takeaway: If your product demands sub-100ms capture latency and dense point clouds on iOS, using ARKit directly is the fastest route. For cross-platform parity, combine VisionCamera with small native modules for depth extraction and minimize JS work — offload heavy reconstruction to Open3D on a server or native C++ with GPU.

Actionable recommendations — pick a stack by use case

Production-grade in-app scanning (iOS-first, consumer)

  • Use ARKit bridge for capture (get ARMeshAnchor/ARPointCloud).
  • Perform lightweight on-device filtering and compression (voxel grid), send compact point batches to backend for dense reconstruction (Open3D/CUDA).
  • Visualize results with three.js via a Metal-backed view for overlays and measurement UI.

Cross-platform measurement and inspection app

  • Use react-native-vision-camera for frame-level access; implement platform-specific native modules to extract depth (ARKit/ARCore).
  • Keep point cloud density low on device (sparse), compute higher-fidelity meshes in backend or via downloadable native compute extensions.
  • Bundle a native visualization with three.js for UI; provide a Potree web view for heavy admin datasets.

Large-scale visualization of scanned assets (archival or BIM)

  • Host processed and LOD’d tiles using Potree-style tiling and stream them into a WebView or a custom GL tiled loader.
  • Use server-side Open3D/PCL for mesh cleanup, decimation, and attribute generation.

Integration patterns and code-first tips

1) Convert depth -> point cloud (native pattern)

General flow (native):

  1. Obtain depth buffer (single-channel depth or disparity) from ARKit/ARCore.
  2. Back-project depth to camera space using intrinsics to build XYZ points.
  3. Optionally colorize by sampling the RGB frame.
  4. Downsample (voxel grid) and compress (octree or quantization) before sending to JS or server.

Keep this heavy code in native modules (C++ or Swift/Kotlin) exposed to RN via JSI and TurboModules for low-latency calls.

2) Visualization performance tips

  • Use GPU buffers (VBOs) and update by buffer-subdata, not per-vertex JS arrays.
  • Implement screen-space point sizing in the shader to improve apparent density without increasing point count.
  • Use progressive LOD: start with a coarse cloud, progressively stream higher-res tiles when idle.

3) Where to do heavy processing

  • On-device native C++: good for low-latency alignment, small reconstructions, or privacy-sensitive flows.
  • Cloud/Open3D with GPU: good for final dense meshing, Poisson reconstruction, and heavy cleanup.

Licensing, maintenance and security checklist (practical)

  • License compatibility: Avoid GPL-only libs if you plan to ship a commercial app without releasing your source. Prefer MIT/BSD/Apache-2.0 for client-side.
  • Native dependencies: Track NDK/CMake, CocoaPods, and architecture targets — plan for ABI changes and CI builds for arm64/arm64e.
  • Updates: Subscribe to ARKit/ARCore release notes and test upgrades in a feature-branch — scene reconstruction APIs move fast.
  • Security: Sanitize any uploaded scans and ensure PII is removed if models may capture faces or identifying marks.

Implementation checklist and starter blueprint

Use this checklist as a sprint kickoff for an MVP scanning flow:

  1. Define target device matrix (iOS Pro users? broad Android?).
  2. Choose capture path: ARKit direct (iOS) + VisionCamera (Android) or VisionCamera + native depth modules (cross-platform parity).
  3. Implement native depth->point conversion and voxel downsample in C++/Swift/Kotlin.
  4. Stream compressed point batches to backend; perform dense reconstruction with Open3D.
  5. Visualize with three.js in GLView; add LOD for >100k points.
  • On-device GPU acceleration: Expect more mobile devices with dedicated NPUs and Metal/Vulkan compute paths for reconstruction — reducing reliance on cloud for many use cases.
  • Standardized depth formats: Emerging standards for depth tile formats and compressed octrees will make streaming point clouds more efficient.
  • Better React-native-native tooling: JSI and improved TurboModules make writing low-latency native compute modules easier — expect more community bridges to Open3D-style libraries.
Pro tip: prototype capture using VisionCamera first to validate user flows — then replace the capture layer with a platform-optimized ARKit/ARCore bridge for production fidelity.

Final recommendations — which stack to pick now

If you need accuracy and iOS is primary: ARKit bridge + native Metal/C++ processing + three.js/Metal rendering.

If you need cross-platform speed to market: VisionCamera + small native depth extractors + cloud Open3D for heavy lifting; three.js for in-app visualization and Potree for admin interfaces.

If you must display large archival clouds: Potree-style server tiling + client-side WebView or custom tile loader with progressive LOD.

Getting started: checklist and sample snippets

Minimal snippet (conceptual) showing VisionCamera frame processor registration pattern — do heavy work in native:

// JS: register a frame processor (pseudo)
import { Camera, useFrameProcessor } from 'react-native-vision-camera'

const frameProcessor = useFrameProcessor((frame) => {
  'worklet'
  // send shallow handle to native module that converts depth->points
  // keep JS work minimal — avoid copying large arrays into JS
  NativeDepthModule.processFrame(frame.nativePtr)
}, [])

Native side: implement depth back-projection using intrinsics and expose an API that returns a compressed buffer or writes to shared memory (recommended) to avoid JS copy overhead.

Call to action

Ready to ship a reliable 3D scanning flow in React Native? Start with our open-source benchmark kit (captures + visualization + reproducible tests) or get a short engagement to design the right native integration for your product. Head to reactnative.store to download the starter repo, benchmark checklist, and a paid consulting template that maps your use case to an implementation plan.

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2026-02-15T18:02:23.802Z