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authorhachem <im@hachem.wtf>2026-09-18 19:47:30 +0200
committerhachem <im@hachem.wtf>2026-09-18 19:47:30 +0200
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-# Donut Documentation
+# donut documentation
-Deeper documentation for Donut, the real-time Schwarzschild black-hole renderer.
-The top-level [`README.md`](../README.md) is the overview; the two documents here
+deeper documentation for donut, the real-time schwarzschild black-hole renderer.
+the top-level [`README.md`](../README.md) is the overview; the two documents here
go into how it actually works.
-- **[physics.md](physics.md)** — the physics and maths. Tracing light through
- curved spacetime: the Schwarzschild metric, null geodesics and the equations of
+- **[physics.md](physics.md)** — the physics and maths. tracing light through
+ curved spacetime: the schwarzschild metric, null geodesics and the equations of
motion, the numerical integrator and its adaptive step, the event horizon /
- photon sphere / ISCO, the Novikov–Thorne accretion disk, gravitational and
- Doppler redshift with relativistic beaming, and the observable quantities the
- renderer can measure. Tied throughout to
+ photon sphere / isco, the novikov–thorne accretion disk, gravitational and
+ doppler redshift with relativistic beaming, and the observable quantities the
+ renderer can measure. tied throughout to
[`assets/shaders/geodesic.slang`](../assets/shaders/geodesic.slang).
-- **[architecture.md](architecture.md)** — how the program is built. The code's
- layering (Application / Scene / RenderPath / UILayer), the portable RHI that lets
- the same rendering run on OpenGL and Vulkan, the frame loop, the unified
+- **[architecture.md](architecture.md)** — how the program is built. the code's
+ layering (application / scene / renderpath / uilayer), the portable rhi that lets
+ the same rendering run on opengl and vulkan, the frame loop, the unified
scene-and-simulation world, the rendering pipeline (progressive resolution,
- supersampling, environment lighting, tone-mapping), the docking UI, the export
+ supersampling, environment lighting, tone-mapping), the docking ui, the export
pipeline, and the build system.
-For each pixel, Donut casts a ray from the camera and follows it backward through
-the curved spacetime around Sagittarius A\*. Rays that fall past the horizon are
+for each pixel, donut casts a ray from the camera and follows it backward through
+the curved spacetime around sagittarius a\*. rays that fall past the horizon are
the shadow; rays that graze the photon sphere wind around it into the bright ring;
rays that strike the hot orbiting disk pick up its shifted glow; rays that escape
-read the background sky. That trace is one GPU shader, fed by a small portable
+read the background sky. that trace is one gpu shader, fed by a small portable
graphics layer so it runs identically on both backends.