Black Hole Simulationfront matter

[15]entry 15 of 29

Black Hole Simulation

graphics · physics2025

this entry is written twice, in full

  1. 1.in brief

    GPU ray-traced gravitational lensing

  2. 2.in general

    Light, bent correctly, in real time.

  3. 3.in particular

    GPU ray tracing of gravitational lensing, accretion disk physics, and spacetime curvature in OpenGL/GLSL.

  1. 1.in brief

    a black hole simulated with the light bent correctly

  2. 2.in general

    Light, bent properly, in real time.

  3. 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.