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| author | hachem <im@hachem.wtf> | 2026-08-19 02:02:20 +0200 |
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| committer | hachem <im@hachem.wtf> | 2026-08-19 02:02:20 +0200 |
| commit | f7e05555fb4ff6d8e51bdb5734db4dab1841d593 (patch) | |
| tree | 353d350b19da7b84ca11e5801d33a921407a963e /docs/ray-tracing-implementation.md | |
| parent | 5c5fc10d8938fd2da1922f01c638d42e70eb1ab1 (diff) | |
[feat]: migrate to slang from glsl
Diffstat (limited to 'docs/ray-tracing-implementation.md')
| -rw-r--r-- | docs/ray-tracing-implementation.md | 258 |
1 files changed, 0 insertions, 258 deletions
diff --git a/docs/ray-tracing-implementation.md b/docs/ray-tracing-implementation.md deleted file mode 100644 index 89778b7..0000000 --- a/docs/ray-tracing-implementation.md +++ /dev/null @@ -1,258 +0,0 @@ -# Ray Tracing in Curved Spacetime: A Detailed Overview - -This ray tracer simulates how light behaves near a black hole, including the effects of curved spacetime and interactions with objects like stars and an accretion disk. The implementation follows a step-by-step approach, which includes initializing rays, tracing their paths through spacetime, detecting intersections with objects, and finally rendering the scene. - -## 1. Ray Initialization - -The first step in ray tracing is to create rays originating from the camera that will eventually traverse through spacetime. Each ray represents a possible path of light. - -### Camera Setup - -The camera is positioned in three-dimensional space and is defined by its orientation and field of view. It has the following parameters: - -```glsl -layout(std140, binding = 1) uniform Camera -{ - vec3 camPos; float _pad0; - vec3 camRight; float _pad1; - vec3 camUp; float _pad2; - vec3 camForward; float _pad3; - float tanHalfFov; // Field of view - float aspect; // Aspect ratio - bool moving; // Whether the camera is moving - int _pad4; -} cam; -``` - -- `camPos`: The 3D position of the camera. -- `camRight`, `camUp`, `camForward`: Orthonormal vectors defining the camera's orientation. -- `tanHalfFov` and `aspect`: Determine the camera’s field of view and the shape of the image plane. - -### Ray Generation per Pixel - -For each pixel on the image, we calculate the corresponding direction in world space and generate a ray pointing in that direction: - -```glsl -float u = (2.0 * (pix.x + 0.5) / WIDTH - 1.0) * cam.aspect * cam.tanHalfFov; -float v = (1.0 - 2.0 * (pix.y + 0.5) / HEIGHT) * cam.tanHalfFov; -vec3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward); -Ray ray = InitRay(cam.camPos, dir); -``` - -Here, `u` and `v` are normalized coordinates on the image plane. The `InitRay` function takes the camera position and the computed direction to create a ray in both Cartesian and spherical coordinates. - -### Ray Structure - -Each ray contains not only the standard 3D Cartesian position but also spherical coordinates and velocity components, which are necessary for simulating curved spacetime: - -```glsl -struct Ray -{ - float x, y, z; // Cartesian coordinates - float r, theta, phi; // Spherical coordinates - float dr, dtheta, dphi; // Radial and angular velocities - float E, L; // Conserved quantities in Schwarzschild geometry -}; -``` - -### Converting Cartesian to Spherical Coordinates - -The `InitRay` function converts the position and direction of the ray into spherical coordinates and computes initial velocities: - -```glsl -Ray InitRay(vec3 pos, vec3 dir) -{ - Ray ray; - ray.x = pos.x; - ray.y = pos.y; - ray.z = pos.z; - - // Spherical coordinates - ray.r = length(pos); - ray.theta = acos(pos.z / ray.r); - ray.phi = atan(pos.y, pos.x); - - // Convert direction vector to spherical velocities - float dx = dir.x; - float dy = dir.y; - float dz = dir.z; - - ray.dr = sin(ray.theta)*cos(ray.phi)*dx + sin(ray.theta)*sin(ray.phi)*dy + cos(ray.theta)*dz; - ray.dtheta = (cos(ray.theta)*cos(ray.phi)*dx + cos(ray.theta)*sin(ray.phi)*dy - sin(ray.theta)*dz) / ray.r; - ray.dphi = (-sin(ray.phi)*dx + cos(ray.phi)*dy) / (ray.r * sin(ray.theta)); - - // Calculate conserved quantities (energy E and angular momentum L) - ray.L = ray.r * ray.r * sin(ray.theta) * ray.dphi; - float f = 1.0 - SagA_rs / ray.r; - float dt_dL = sqrt((ray.dr*ray.dr)/f + ray.r*ray.r*(ray.dtheta*ray.dtheta + sin(ray.theta)*sin(ray.theta)*ray.dphi*ray.dphi)); - ray.E = f * dt_dL; - - return ray; -} -``` - -## 2. Geodesic Integration - -Once the ray is initialized, we trace its path through curved spacetime using the Schwarzschild metric. This requires solving the geodesic equations for the ray. - -### Integration Loop - -The ray is advanced step by step using a numerical integrator (Runge-Kutta 4th order). The loop continues until the ray either escapes the scene, falls into the black hole, or intersects an object. - -```glsl -for (int i = 0; i < maxSteps; ++i) -{ - if (ray.r > exitDistance) break; - if (ray.r > ESCAPE_R) break; - if (Intercept(ray, SagA_rs)) { hitBlackHole = true; break; } - - currentStepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA); - RK4Step(ray, currentStepSize); - lambda += currentStepSize; - - vec3 newPos = vec3(ray.x, ray.y, ray.z); - if (CrossesEquatorialPlane(prevPos, newPos)) { hitDisk = true; break; } - if (i % objectCheckInterval == 0 && InterceptObject(ray)) { hitObject = true; break; } - - prevPos = newPos; -} -``` - -### Runge-Kutta 4 (RK4) - -The RK4 integrator provides high accuracy by computing intermediate slopes and averaging them to advance the ray: - -```glsl -void RK4Step(inout Ray ray, float dL) -{ - vec3 k1a, k1b; - GeodesicRHS(ray, k1a, k1b); - - ray.r += dL * k1a.x; - ray.theta += dL * k1a.y; - ray.phi += dL * k1a.z; - ray.dr += dL * k1b.x; - ray.dtheta += dL * k1b.y; - ray.dphi += dL * k1b.z; - - // Update Cartesian coordinates - ray.x = ray.r * sin(ray.theta) * cos(ray.phi); - ray.y = ray.r * sin(ray.theta) * sin(ray.phi); - ray.z = ray.r * cos(ray.theta); -} -``` - -### Geodesic Derivatives - -The function `GeodesicRHS` computes the derivatives needed for integration: - -```glsl -void GeodesicRHS(Ray ray, out vec3 d1, out vec3 d2) -{ - float r = ray.r; - float theta = ray.theta; - float dr = ray.dr; - float dtheta = ray.dtheta; - float dphi = ray.dphi; - float f = 1.0 - SagA_rs / r; - float dt_dL = ray.E / f; - - d1 = vec3(dr, dtheta, dphi); - - d2.x = - (SagA_rs / (2.0 * r*r)) * f * dt_dL * dt_dL - + (SagA_rs / (2.0 * r*r * f)) * dr * dr - + r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi); - d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi; - d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi; -} -``` - -## 3. Intersection Testing - -Rays can intersect three types of entities: the black hole, spherical objects, and the accretion disk. - -### Black Hole Intersection - -A ray hitting the event horizon is considered absorbed: - -```glsl -bool Intercept(Ray ray, float rs) -{ - return ray.r <= rs; -} -``` - -### Object Intersection - -The scene can contain multiple spherical objects such as stars or planets: - -```glsl -bool InterceptObject(Ray ray) -{ - vec3 P = vec3(ray.x, ray.y, ray.z); - - for (int i = 0; i < numObjects; ++i) - { - vec3 center = objPosRadius[i].xyz; - float radius = objPosRadius[i].w; - - float distSq = dot(P - center, P - center); - if (distSq > radius * radius * 4.0) continue; - if (distSq <= radius * radius) - { - objectColor = objColor[i]; - hitCenter = center; - hitRadius = radius; - return true; - } - } - return false; -} -``` - -### Accretion Disk Intersection - -The accretion disk lies in the equatorial plane and is checked by detecting if the ray crosses this plane: - -```glsl -bool CrossesEquatorialPlane(vec3 oldPos, vec3 newPos) -{ - bool crossed = (oldPos.y * newPos.y <0.0); - if (crossed) { diskIntersection = newPos; } - return crossed; -} -``` - -## 4. Shading and Color Computation - -Once an intersection is found, we compute the color of the pixel based on the object hit and relativistic effects such as gravitational redshift and Doppler shift. - -```glsl -vec3 ComputeColor(Ray ray) -{ - if (hitBlackHole) return vec3(0.0); // Black hole is black - if (hitDisk) return SampleDiskTexture(diskIntersection); - if (hitObject) return ApplyLighting(ray, objectColor, hitCenter, hitRadius); - - return SampleBackground(ray); // Background stars, etc. -} -```` - -This ensures that each pixel reflects both the geometrical position and relativistic effects along the ray. - -## 5. Rendering Loop - -Finally, the main rendering loop iterates over every pixel on the screen, traces a ray, and stores the computed color: - -```glsl -for (int y = 0; y < HEIGHT; ++y) -{ - for (int x = 0; x < WIDTH; ++x) - { - Ray ray = InitRayForPixel(x, y); - TraceRay(ray); - vec3 color = ComputeColor(ray); - framebuffer[y*WIDTH + x] = vec4(color, 1.0); - } -} -```
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