C # and C ++ give almost the same performance unless you talk about a lot of data for a long period of time. In most cases, C ++ can give you a bit of a second over C #; so these are not very big advantages in any daily application.
However, in cases where marginal performance is absolutely important, for example, drivers or video games, milliseconds received and manual memory management offered by C ++ are an obvious advantage. In all other respects, C # is usually easier and faster to write and debug. Managed code means that you should not, in most cases, handle any allocation or deallocation of memory. I also think that it gives a lot of "cleaner" code.
The GUI in .NET runs in WinForms or WPF. Most of them will probably point you to WPF as the obvious choice, because it is a much ... younger technology, in which the main advantage is the use of DirectX, which means that a computer with a high level of access will be much faster to draw an interface.
However, if you plan on displaying a lot of custom information, say, 3D, it may be much easier for you to program a DirectX / OpenGL request directly. You can then use a wrapper such as SlimDX to make your life easier. But you should know that if you have never dealt with such code, learning how to code in DirectX or OpenGL-oriented is actually not an easy task. Only shaders are a special world.
If you can provide more complete information about the processed data and how you plan to display it, we can point you to a more complete solution.
UPDATE:
I assume that in this case you will not find much performance difference between C # and C ++, even if you use an external library for some calculations. Both C # and C ++ can use the same libraries. If the graphics calculations were so heavy, then most likely the best option would be to transfer them to the GPU compared to DirectX / OpenGL, but this would only be if you think that you have minutes or even hours of intensive computing . Thus, it can be simpler and faster to use C #.