Nice reference!
I made a lunchtime attempt
Using Blender modifiers and procedural textures to do it rapidly
The blend file and render are attached
Each element in the model is created in a slightly different way, though they all have things in common
1/ Particle system {Grid 1 with Light 1} for the translucent circles
The grid one is distorted so the density of the light objects is greater towards the vertical center
Material is an emitter with a variation in colour and intensity
2/ Particle system {Grid 2 with Light 2} for the lighting behind
3/ A ribbon created from an array of strips across the X axis laying in the Z axis
Then distorted Y axis to make it wavy
The material uses a colour ramp to be strongly radiant at the edges but nearly transparent in the middle
4/ Another ribbon as 3 but with different colours
5/ A ribbon created from an array of strips across the X axis laying in the Y axis
Then distorted Y axis to make the width vary
And along the Z access to create a ripple in the lights behind
The material stretches a noise texture in the Y axis and adds transparency when needed to make the edges feather
6/ A circle with a Z axis distortion similar to 5
The material is also like 5 but with the texture coordinates are rotated around the circle centre to get a radial pattern