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| author | hachem <im@hachem.wtf> | 2026-10-16 19:31:01 +0200 |
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| committer | hachem <im@hachem.wtf> | 2026-10-16 19:31:01 +0200 |
| commit | 9a725ac5c498e637ed7146e6f2aaaf56df49886b (patch) | |
| tree | 8679f57eb3d296167c45a4869795c49c760ad29c /docs/README.md | |
| parent | 4afbb2ed9cc055ad925abd678d0fc0c63ab90fbc (diff) | |
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| -rw-r--r-- | docs/README.md | 27 |
1 files changed, 0 insertions, 27 deletions
diff --git a/docs/README.md b/docs/README.md deleted file mode 100644 index a10d307..0000000 --- a/docs/README.md +++ /dev/null @@ -1,27 +0,0 @@ -# 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 -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 - 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 - [`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 - scene-and-simulation world, the rendering pipeline (progressive resolution, - supersampling, environment lighting, tone-mapping), the workspace tabs and 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 -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 -graphics layer so it runs identically on both backends. |
