Black Hole Simulation
- 3 Devlogs
- 28 Total hours
Devlog #3 — Post-processing and cameraRaw
output from the renderer is HDR — values way above 1.0 around the disk.
Devlog #2 — The render kernel Every pixel is one GPU
thread, each tracing a photon backwards from the camera.
Devlog #1: Black hole raytracer, the GPU side New
project. This time it’s a real-time black hole renderer, including
gravitational lensing and the accretion disk. It’s in Python, which
feels familiar after working on the ISS tracker.The
main idea is to shoot a ray for every pixel and bend it according to
the Schwarzschild geodesic equation as it passes the black hole.