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Black Hole Simulation
this entry is written twice, in full
- 1.in brief
GPU ray-traced gravitational lensing
- 2.in general
Light, bent correctly, in real time.
- 3.in particular
GPU ray tracing of gravitational lensing, accretion disk physics, and spacetime curvature in OpenGL/GLSL.
- 1.in brief
a black hole simulated with the light bent correctly
- 2.in general
Light, bent properly, in real time.
- 3.in particular
The graphics card traces light around a black hole, with a real accretion disc and visibly curved space.
note
GLSL3 compute shaders perform the heavy geodesic math on the GPU, ray-tracing light bending around a black hole with a physically-based accretion disk and grid-deformation spacetime visualization. Modern C++171, cross-platform via CMake4 + vcpkg.
note
The heavy physics runs on the graphics card, tracing the path of individual rays of light as they curve around a black hole, with a physically-based disc of matter falling into it and a deforming grid to make the curvature of space itself visible. Written in modern C++ and built the same way on every platform.