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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 | |
| parent | 4afbb2ed9cc055ad925abd678d0fc0c63ab90fbc (diff) | |
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| -rw-r--r-- | docs/README.md | 27 | ||||
| -rw-r--r-- | docs/architecture.md | 348 | ||||
| -rw-r--r-- | docs/physics.md | 369 |
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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. diff --git a/docs/architecture.md b/docs/architecture.md deleted file mode 100644 index 1e6560b..0000000 --- a/docs/architecture.md +++ /dev/null @@ -1,348 +0,0 @@ -# the architecture of donut - -how donut is put together as a program: how the code is layered, how the same -rendering runs on two graphics apis, how a frame is drawn, and how the editor, the -live simulation, and the data export fit together. - -for the physics behind the image itself, see [`physics.md`](physics.md). - -## contents - -- [overview](#overview) -- [the rhi: one interface, two backends](#the-rhi-one-interface-two-backends) -- [a frame, end to end](#a-frame-end-to-end) -- [the two renderers](#the-two-renderers) -- [scene and simulation: one world](#scene-and-simulation-one-world) -- [the rendering pipeline](#the-rendering-pipeline) - - [progressive resolution and supersampling](#progressive-resolution-and-supersampling) -- [the workspace: tabs](#the-workspace-tabs) -- [the export pipeline](#the-export-pipeline) -- [the build system](#the-build-system) - -## overview - -donut is split into a few pieces with distinct jobs, so the physics, the platform, -and the interface can change independently. - -```mermaid -flowchart TD - App["Application<br/>thin shell + main loop"] - App --> Scene["Scene<br/>the document/world:<br/>objects, black hole, cameras"] - App --> UI["UILayer<br/>the docking UI shell"] - App --> RP["RenderPath<br/>device-side rendering"] - App --> Dev["RHI::Device<br/>the GPU, abstracted"] - - RP --> SR["SceneRenderer<br/>raster world editor"] - RP --> BHR["BlackHoleRenderer<br/>geodesic ray tracer"] - RP --> Dev - - Dev -.implemented by.-> GL["OpenGLDevice"] - Dev -.implemented by.-> VK["VulkanDevice<br/>MoltenVK"] - - UI -.reads/writes.-> Scene - SR -.reads.-> Scene - BHR -.reads.-> Scene -``` - -| component | file | responsibility | -| --- | --- | --- | -| `Application` | [`src/core/application.cpp`](../src/core/application.cpp) | owns everything; runs the main loop; handles input, resize, vsync, fullscreen; exposes actions to the ui | -| `Scene` | [`src/scene/scene.h`](../src/scene/scene.h) | the world as plain data — placed objects, black-hole/disk parameters, the editor and simulation cameras, the hdri path | -| `UILayer` | [`src/ui/ui_layer.cpp`](../src/ui/ui_layer.cpp) | the docking shell: menu bar, workspace tabs, dockable panels with a layout per workspace; returns which view is live and drives the scene through `AppActions` | -| `RenderPath` | [`src/rendering/render_path.cpp`](../src/rendering/render_path.cpp) | turns the scene into pixels on whatever device is active; owns the two renderers and the environment cubemap | -| `RHI::Device` | [`src/rendering/rhi.h`](../src/rendering/rhi.h) | the portable gpu interface every backend implements | - -two things carry most of the weight here. `Scene` is plain data with no knowledge -of the backend or the ui, and everything that touches the gpu goes through one -narrow interface (the rhi). the `Application` stays thin: it hands the document to -`Scene`, the pixels to `RenderPath`, and the controls to `UILayer`. - -## the rhi: one interface, two backends - -donut runs on both opengl and vulkan (through moltenvk on macos) from one codebase. -all rendering is written once against an abstract render hardware interface in the -`Donut::RHI` namespace, and each api supplies an implementation. - -```mermaid -flowchart LR - Renderers["SceneRenderer<br/>BlackHoleRenderer<br/>written once"] --> RHI["RHI::Device / CommandList<br/>Buffer · Texture · Pipeline · RenderTarget"] - RHI --> GL["platform/opengl/<br/>OpenGLDevice"] - RHI --> VK["platform/vulkan/<br/>VulkanDevice"] - GL --> GLAPI[("OpenGL")] - VK --> VKAPI[("Vulkan / MoltenVK")] -``` - -the interface (in [`rhi.h`](../src/rendering/rhi.h)) is small and shaped for modern -gpus: - -- `Device` is the factory and frame driver: `create_buffer`, `create_texture`, - `create_cubemap_from_hdri`, `create_render_target`, `create_pipeline`; - `begin_frame` / `end_frame`; `set_vsync`, `resize`, `wait_idle`; the imgui hooks; - and the export helpers `run_offscreen`, `read_render_target`, - `read_render_target_float`. -- `CommandList` records work: `begin_render_pass` / `end_render_pass` (a `nullptr` - target means the swapchain), `bind_pipeline`, `set_viewport`, `bind_uniform`, - `bind_texture`, `bind_vertex_buffer`, `draw`. -- `Buffer`, `Texture`, `Pipeline` and `RenderTarget` are opaque gpu resources. -- `Format` is `{ None, Swapchain, RGBA8, RGBA16F, RGBA32F, D32 }`. `Swapchain` - means whatever the presented image is, resolved per backend; `RGBA32F` is what - makes raw floating-point export possible. - -the backend is chosen once at startup, before the window exists, since the two apis -want the window created differently: - -```mermaid -sequenceDiagram - participant A as Application ctor - participant S as SettingsManager - participant W as Window (GLFW) - participant D as RHI::Device - A->>S: read graphics.render_api - alt Vulkan - A->>A: vulkan_prepare_glfw (GLFW_NO_API) - end - A->>W: create window - A->>D: create_vulkan_device or create_opengl_device - A->>D: init(native window) -``` - -because the renderers only ever see the rhi, the same draw code gives -pixel-identical output on both backends. that parity is checked by rendering to an -off-screen target and comparing the read-back pixels. - -## a frame, end to end - -the main loop is `Application::run`: poll events, render, then let vsync pace the -frame or sleep to hit the target fps. each frame is assembled in -`Application::render_frame`: - -```mermaid -sequenceDiagram - participant Dev as Device - participant UI as UILayer - participant In as Input - participant RP as RenderPath - Dev->>Dev: begin_frame(clear) → CommandList - Dev->>Dev: imgui_new_frame - Note over RP: update the active camera's projection - UI->>UI: draw(ctx) → returns active View - In->>In: update_input(view) — orbit / FPS camera - RP->>RP: sync_hdri — reload cubemap if changed - RP->>RP: render(cmd, scene, view, w, h, moving, time) - Dev->>Dev: end_frame — submit + present -``` - -the `View` the ui returns — `None`, `Scene` or `BlackHole` — decides which -viewport is live and therefore what `RenderPath` draws. the `moving` flag, true -while the user is dragging or flying the camera, triggers the progressive-resolution -path described below. - -## the two renderers - -`RenderPath` owns two independent renderers, both written purely against the rhi. - -`SceneRenderer` ([`scene_renderer.cpp`](../src/rendering/scene_renderer.cpp)) is the -world editor: a conventional rasteriser that draws the placed spheres, the ground -grid, the selection outline and gizmo, and a near-black black-hole marker at the -origin, sized to the horizon and ringed with an amber accretion-glow outline so it -reads against the dark background. this is what you manipulate in the scene view. - -`BlackHoleRenderer` ([`black_hole_renderer.cpp`](../src/rendering/black_hole_renderer.cpp)) -is the geodesic ray tracer. it runs the physics shader from [`physics.md`](physics.md) -as a full-screen fragment pass into an off-screen target, then presents that target -to the screen. this is the expensive work, and it runs only when the centre view is -simulation, and during export. - -`RenderPath::render` routes to the right one based on the `View`: - -```mermaid -flowchart TD - R{View?} - R -->|Scene| SP["Swapchain pass:<br/>SceneRenderer.render + ImGui"] - R -->|None| EP["Swapchain pass:<br/>empty viewport + ImGui"] - R -->|BlackHole| GP["Off-screen geodesic pass →<br/>blit to swapchain + ImGui"] -``` - -## scene and simulation: one world - -the editor and the simulation are the same world, not two separate scenes. the -constant `SCENE_UNITS_PER_RS = 3.0` connects them: three editor grid units equal -one schwarzschild radius. `SceneRenderer` draws the black-hole marker's horizon at -that radius, and `BlackHoleRenderer` takes every placed `SceneObject`, multiplies -its position and radius by $r_s/3$ (the code's `SagA_rs / 3`) to reach physical metres, and uploads -them into the shader's `Objects` uniform (up to 16 spheres). - -so a sphere placed in the scene view shows up in the same spot in the simulation -view, except now the curved rays bend around the hole and lens it, and it can appear -stretched, doubled, or smeared into an arc. the spheres are passive lit objects, -planets and the like; they don't exert their own gravity, only the black hole bends -light. - -## the rendering pipeline - -when the simulation view is active, `BlackHoleRenderer::render_geodesic` does three -things each frame: - -1. fills the uniforms (`fill_uniforms`): the camera basis and fov; the - black-hole/disk parameters (radii converted to metres, temperature, brightness, - turbulence); the integration budget (`quality_steps`, clamped 1000–15000); and - the scene objects. -2. picks the off-screen target by the `moving` flag (below) and runs the geodesic - fragment shader over a full-screen quad into it. -3. blits that target to the swapchain (`blit`) with a present pipeline, flipping - vertically where needed so opengl and vulkan agree on orientation, then draws the - imgui overlay on top. - -inside the shader, each pixel builds a ray from the camera basis, fov and aspect, -marches the geodesic (see [physics](physics.md#the-equations-of-motion)), and shades -from whatever it hit: the opaque disk's redshifted blackbody, the black shadow, a -lit object, or the background. the background is the hdri loaded as a cubemap -(`create_cubemap_from_hdri`); escaped rays sample it at a mip level chosen from how -fast neighbouring rays diverge (`ddx`/`ddy`), so the strongly lensed background -blurs rather than aliasing into a shimmering fan. the colour channel is then -tone-mapped with an aces filmic curve. - -### progressive resolution and supersampling - -interactivity trades against quality through resolution and sample count, not by -touching the physics: - -| state | off-screen target | samples per pixel | -| --- | --- | --- | -| camera moving | `GEO_LO` = 480 × 270 | 1 | -| camera settled | `GEO_HI` = 960 × 540 | 4× rotated-grid supersampling | - -the integration budget is the same in both states, because the disk needs a high -step count to resolve at steep poses and lowering it during motion makes it -flicker. when the camera stops, the renderer switches to the larger target and the -fragment shader averages four sub-pixel samples in a rotated-grid ("4-rook") pattern -before tone-mapping, which cleans up the near-horizontal lensed edges and the thin -photon ring. - -## workspaces: tabs, docking and panels - -the interface is a docking shell with three workspaces along the top — -**simulation**, **scene editor** and **export** — each a tab with its own -independent layout, the way blender's workspace tabs work. a main menu bar sits -above the tab strip; below it is a full-viewport dock space with a pass-through -centre, so the live 3d render shows through the middle while the workspace's tool -panels attach to the edges — drag, tab, hide, or restore them like a normal -desktop app. rearranging one workspace never touches the others, and all three -layouts, the open workspace and each one's panel set persist in `imgui.ini` -between runs. - -each workspace fixes what the centre viewport shows — the `View` that -`UILayer::draw` returns to the `RenderPath` — and has its own set of panels. the -sphere panels are available in the black-hole workspaces too, since the lensed -render draws the spheres, though the gizmo itself only works in the scene editor: - -| workspace | view | panels (open by default in bold) | -| --- | --- | --- | -| simulation | `BlackHole` — the lensed black hole | **black hole**, **diagnostics**, settings, outliner, properties | -| scene editor | `Scene` — the world editor | **outliner**, **properties**, **diagnostics**, settings | -| export | `BlackHole` | **export**, **black hole**, **diagnostics**, settings, outliner, properties | - -the panels themselves: - -| panel | for | -| --- | --- | -| outliner | the sphere list: add, delete, select | -| properties | the selected sphere's transform and colour, plus the viewport gizmo | -| black hole | camera mode/fov, the accretion disk, and integration quality | -| settings | display & renderer: vsync, frame cap, resolution, fullscreen, ui scale, api, overlay, hdri | -| export | choose which observable channels, at what resolution and format, then render to disk | -| diagnostics | device, backend, fps and a frame-time graph | - -the **workspace** menu (or cmd/ctrl + 1/2/3) switches tabs, the **window** menu -toggles the open workspace's panels, and **layout → reset** rebuilds the open -workspace's default arrangement, or all three. - -underneath, each workspace is its own imgui dock space with a fixed id. only the -open one is submitted for real each frame; the other two get a keep-alive ping, -which freezes their trees in place instead of tearing them down — nothing is laid -out or undocked while a workspace is off screen. an imgui window can only live in -one dock tree, so every panel is instanced once per workspace under a stable -`###workspace.panel` id (the same code draws all of them), which is also what lets -imgui save and restore each tree on its own. a workspace with no saved tree is -seeded on the first frame with the `DockBuilder` api. imgui doesn't remember which -workspace was open or which panels were showing, so a small `[Donut][Workspaces]` -section in `imgui.ini` does. only panels are docked windows — the centre stays a -pass-through hole onto the full-frame 3d render, so `Application::update_input` -drives the camera whenever the cursor is over that centre (imgui reports it -doesn't want the mouse) and yields to the panels otherwise. - -## the export pipeline - -export writes out the physical quantities donut computes, not just a screenshot. it -is driven by `RenderPath::export_frame` -([`render_path.cpp`](../src/rendering/render_path.cpp)) and the rhi's off-screen -helpers. - -```mermaid -flowchart LR - Cfg["ExportConfig<br/>channels · resolution · format"] --> Loop - subgraph Loop["for each enabled channel"] - direction TB - RT["create_render_target<br/>RGBA8 (PNG) or RGBA32F (raw)"] --> OS["run_offscreen:<br/>render_export(channel, raw)"] - OS --> RB["read_render_target(_float)"] - RB --> WR["write PNG / PFM / CSV"] - end - WR --> Files["exports/donut_[channel]_[timestamp].[ext]"] -``` - -a few points worth knowing: - -- the export always renders the settled view (`moving = false`) from the simulation - camera, at the requested resolution, whatever the live window is doing. -- any combination of colour, redshift $g$, emission temperature and impact parameter - (the observables from [physics](physics.md#observable-channels)) can be exported in - one pass. -- png requests use an `RGBA8` target and the standard shader pipeline - (`m_geo_pipeline`), giving a viewable tone-mapped or false-coloured image. pfm and - csv requests use an `RGBA32F` target and an hdr pipeline variant - (`m_geo_pipeline_hdr`), so the file holds the actual floating-point values: $g$ as - a ratio, temperature in kelvin, impact parameter in $r_s$, colour as linear hdr - radiance. for the disk-only channels, the alpha channel carries a validity mask (1 - where a ray hit the disk, 0 elsewhere). -- formats are png via `stb_image_write`, pfm (portable float map — raw rgb float, - the usual choice for hdr data) via a small writer, and csv for the scalar channels, - one grid value per cell. -- `run_offscreen` records a transient command buffer, submits it and waits, with no - swapchain and no frame pacing. the target is then read back on the cpu and written - to a timestamped file under `exports/`. - -## the build system - -donut uses premake5 to generate the build: gnu makefiles on macos -(`premake5 gmake`) and a visual studio 2022 solution on windows -(`premake5 vs2022`). both backends compile into one binary; the choice between -them is made at runtime from the saved settings, so there is no separate "opengl -build" and "vulkan build". the one exception is windows without the vulkan sdk: -premake then leaves the vulkan backend out (`DONUT_NO_VULKAN`) and the binary is -opengl only. on windows `vulkan-1.dll` is delay-loaded, so a vulkan build still -starts on a machine with no vulkan driver, and any vulkan failure at startup falls -back to opengl. step-by-step instructions for both platforms are in the -[readme](../README.md#building). - -```bash -premake5 gmake && make config=debug donut # macos -premake5 vs2022 # windows, then build donut.sln -``` - -the shaders are authored once in slang (`assets/shaders/*.slang`) and compiled by -`tools/compile-shaders.sh` into `assets/shaders/generated/`: glsl 4.10 for opengl -and spir-v for vulkan. the generated files are committed, so windows builds use -them as-is; on macos the script runs as a prebuild step and keeps them current. - -`premake5 clean` is wired up as a custom action that removes the generated build -output (`bin/`, `bin-int/`, the makefiles) along with the transient runtime files -(`logs/`, `config/`, `imgui.ini`), for a genuine from-scratch reset. - -vendored third-party code lives under `ext/`. the portable renderers and the rhi -are under `src/rendering/`, with the two backends under `src/platform/opengl/` and -`src/platform/vulkan/`. - ---- - -see [`physics.md`](physics.md) for the maths behind the image, and the top-level -[`README.md`](../README.md) for a project overview. diff --git a/docs/physics.md b/docs/physics.md deleted file mode 100644 index d4599a8..0000000 --- a/docs/physics.md +++ /dev/null @@ -1,369 +0,0 @@ -# the physics of donut - -everything donut draws comes from tracing light backward through the curved -spacetime around a black hole. this document works through the physics and maths -of that trace, in roughly the order the shader applies it, with references to the -code in [`assets/shaders/geodesic.slang`](../assets/shaders/geodesic.slang) — -symbol names below (`InitRay`, `GeodesicRHS`, `DiskEmission`) all live in that file. - -for the software side — how the shader gets fed, the render backends, the docking -ui and the export path — see [`architecture.md`](architecture.md). - -## contents - -- [overview](#overview) -- [units and scale](#units-and-scale) -- [the schwarzschild metric](#the-schwarzschild-metric) -- [null geodesics and conserved quantities](#null-geodesics-and-conserved-quantities) -- [the equations of motion](#the-equations-of-motion) -- [numerical integration](#numerical-integration) -- [the three critical radii](#the-three-critical-radii) -- [the accretion disk](#the-accretion-disk) -- [redshift, doppler beaming and colour](#redshift-doppler-beaming-and-colour) -- [the impact parameter](#the-impact-parameter) -- [observable channels](#observable-channels) - -## overview - -a black hole isn't drawn like ordinary geometry. for each pixel donut casts a ray -from the camera and follows it *backward* until one of four things happens: it -crosses the event horizon, it strikes the accretion disk, it hits a placed object, -or it escapes to the background sky. mass bends the path of light, so the rays -curve, and that one effect produces the whole picture: the dark shadow, the bright -ring wrapped around it, the far side of the disk folded up over the top of the -hole, and the doppler-brightened leading edge. - -```mermaid -flowchart LR - A[Camera pixel] --> B[Build ray direction] - B --> C{March the geodesic<br/>through curved spacetime} - C -->|falls in| D[Event horizon<br/>black shadow] - C -->|hits disk| E[Accretion disk<br/>redshifted blackbody] - C -->|hits object| F[Placed sphere<br/>shaded] - C -->|escapes| G[Background sky<br/>HDRI environment] - D --> H[Pixel colour] - E --> H - F --> H - G --> H -``` - -## units and scale - -donut works in geometric units, $G = c = 1$. mass then carries units of length, -and the schwarzschild radius reduces to - -$$ -r_s = \frac{2GM}{c^2} = 2M, \qquad\text{so}\qquad M = \frac{r_s}{2}. -$$ - -one number describes the hole. for sagittarius a* the shader fixes it as - -``` -static const float SagA_rs = 1.269e10; // metres (M ≈ 4.3×10⁶ M☉) -``` - -every distance the integrator handles is a physical length in metres, written as a -multiple of `SagA_rs`, so the critical radii come out as constants: - -``` -R_PHOTON = 1.5 * SagA_rs // photon sphere (3M) -R_ISCO = 3.0 * SagA_rs // ISCO (6M) -``` - -the scene editor uses a friendlier grid. the constant `SCENE_UNITS_PER_RS = 3.0` -(in [`src/scene/scene_types.h`](../src/scene/scene_types.h)) sets three grid units -to one schwarzschild radius. when the renderer hands a placed object to the shader -it scales the position by $r_s/3$ (the code's `SagA_rs / 3`) to get metres, so the editor and the -simulation always agree on where things sit. - -## the schwarzschild metric - -sgr a* is treated as a non-rotating, uncharged black hole, whose spacetime is the -exact schwarzschild solution of einstein's equations. in spherical coordinates -$(t, r, \theta, \phi)$ the line element is - -$$ -ds^2 = -\left(1-\frac{r_s}{r}\right)dt^2 - + \left(1-\frac{r_s}{r}\right)^{-1}dr^2 - + r^2\left(d\theta^2 + \sin^2\theta\, d\phi^2\right). -$$ - -the factor that keeps recurring is abbreviated - -$$f(r) = 1 - \frac{r_s}{r},$$ - -which is `float f = 1.0 - SagA_rs / r;` in the code. as $r \to r_s$, $f \to 0$ and -the metric coefficients diverge. that divergence is a coordinate artifact rather -than a real singularity, but it is why the integrator stops a ray once it reaches -$r \le r_s$ instead of pushing through. - -## null geodesics and conserved quantities - -light follows null geodesics, the curves with $ds^2 = 0$. the metric has no -explicit dependence on $t$ or $\phi$ (a time-translation symmetry and an axial -rotation symmetry), so two quantities stay constant along every ray: - -$$ -E = f(r)\,\frac{dt}{d\lambda} -\qquad\text{(energy)}, \qquad\qquad -L_z = r^2\sin^2\theta\,\frac{d\phi}{d\lambda} -\qquad\text{(axial angular momentum)}, -$$ - -with $\lambda$ an affine parameter along the ray. `InitRay` sets both at the -camera: it turns the camera-space ray direction into the spherical components -$(\dot r, \dot\theta, \dot\phi)$, then computes - -``` -ray.L = r*r * sin(theta) * dphi; // angular momentum -dt_dL = sqrt(dr*dr/f + r*r*(dtheta² + sin²θ·dphi²)); -ray.E = f * dt_dL; // energy -``` - -`E` is put to work during integration: `GeodesicRHS` reads the time component -$\dot t = E/f$ from it, so the $t$ coordinate never has to be integrated on its -own — one fewer equation per step. `L` is computed at initialisation as the ray's -angular momentum but isn't fed back into the equations of motion; the azimuthal -motion is carried directly by $\dot\phi$. - -for a null geodesic the affine parameter has an arbitrary overall scale, and the -ray's shape — which is all the image depends on — doesn't change with it, so the -exact normalisation of `E` is only a convention. - -## the equations of motion - -marching a ray means solving the geodesic equation -$\ddot x^\mu + \Gamma^\mu_{\alpha\beta}\dot x^\alpha \dot x^\beta = 0$ for the -schwarzschild metric. `GeodesicRHS` writes it as a first-order system in the six -ray variables $(r,\theta,\phi,\dot r,\dot\theta,\dot\phi)$. the three positions -advance by their velocities, - -$$\dot r,\qquad \dot\theta,\qquad \dot\phi,$$ - -and the three velocities accelerate with the curvature: - -$$ -\ddot r = -\frac{r_s}{2r^2}\,f\,\dot t^2 - + \frac{r_s}{2r^2 f}\,\dot r^2 - + r\left(\dot\theta^2 + \sin^2\theta\,\dot\phi^2\right), -\qquad \dot t = \frac{E}{f}, -$$ - -$$ -\ddot\theta = -\frac{2}{r}\,\dot r\,\dot\theta - + \sin\theta\cos\theta\,\dot\phi^2, -$$ - -$$ -\ddot\phi = -\frac{2}{r}\,\dot r\,\dot\phi - - 2\cot\theta\,\dot\theta\,\dot\phi. -$$ - -the terms are the christoffel symbols of the metric. in $\ddot r$ the first term -is the inward pull of gravity (it carries $\dot t^2$, hence the energy); the rest -are the centrifugal contributions from angular motion. the $\theta$ and $\phi$ -equations are the angular-momentum couplings that hold the ray to its orbital -plane and sweep it around the hole. the code is a direct transcription: - -``` -d2.x = -(SagA_rs/(2r²))·f·dt_dL² + (SagA_rs/(2r²f))·dr² + r·(dtheta² + sin²θ·dphi²); -d2.y = -2·dr·dtheta/r + sin(theta)·cos(theta)·dphi²; -d2.z = -2·dr·dphi/r - 2·(cos/sin)(theta)·dtheta·dphi; -``` - -## numerical integration - -there is no closed form for a general ray, so the integrator advances it in steps. - -`RK4Step` takes one step. it evaluates `GeodesicRHS` once, advances the six -variables by `dL` times their rates, and recomputes the cartesian position from -the new spherical coordinates. that is a single forward-euler stage, despite the -name: only the first slope `k1` is evaluated, where a genuine fourth-order step -would also compute `k2`, `k3` and `k4` at intermediate points. moving to real rk4 -is the obvious accuracy upgrade; as it stands, almost all of the accuracy comes -from the step-size control instead. - -`CalculateAdaptiveStepSize` chooses the step length. a fixed step would waste time -far from the hole and lose the trajectory near it, so the step scales with distance -from the photon sphere: - -$$ -\Delta\lambda = \mathrm{clamp}\!\left(0.02\,\max(r - r_\text{photon},\,0),\; \Delta_\text{min},\; \Delta_\text{max}\right), -$$ - -with $\Delta_\text{min} = 10^6$ and $\Delta_\text{max} = 2\times10^{10}$ metres. -far out, the ray is in near-flat space and crosses it in a handful of long -strides. near the photon sphere, where the path bends hardest and mistakes show -the most, the step shrinks to follow the curve. a second clamp forces the step -down to the disk's half-thickness whenever the ray is near the disk plane, so a -thin, nearly edge-on disk is never stepped straight over. - -a ray's march ends on the first of these: - -| condition | meaning | -| --- | --- | -| $r \le r_s$ (`Intercept`) | fell through the horizon → shadow (black) | -| crossed / entered the disk slab | hit the opaque disk → emit its colour | -| `InterceptObject` (every 5 steps) | hit a placed sphere → shade it | -| $r > $ `earlyExitDistance` ($2\times10^{12}$) | left the rendered region → sample the sky | -| $\dot r > 0$ and $r > 50\,r_s$ | outbound in flat space, direction frozen → sample the sky early | -| step count exceeds the budget | up to `quality_steps` (default 15000, clamped 1000–15000) | - -the step budget is the same whether the camera is moving or settled. at steep, -strongly-lensed poses the disk only resolves with a high step count, so cutting it -during motion would make the disk flicker. responsiveness during a drag comes from -the rendering resolution and sample count instead — a smaller target and one sample -per pixel while moving, sharpening to full resolution and 4× supersampling once the -camera settles (see -[`architecture.md`](architecture.md#progressive-resolution-and-supersampling)). - -## the three critical radii - -three radii set up everything you see: - -```mermaid -flowchart LR - subgraph one[" "] - direction LR - H["Event horizon<br/>r = rₛ = 2M"] --- P["Photon sphere<br/>r = 1.5 rₛ = 3M"] --- I["ISCO<br/>r = 3 rₛ = 6M"] - end -``` - -the **event horizon** at $r_s = 2M$ is the point of no return; the set of -directions whose rays end there is the black shadow. the **photon sphere** at -$\tfrac{3}{2}r_s = 3M$ is where light can circle the hole on unstable orbits, so -rays passing near it loop around once or more before escaping — this makes the thin -photon ring against the shadow and the folded multiple images of the disk. the -**isco** at $3r_s = 6M$ is the innermost stable circular orbit, inside which matter -can't hold a steady orbit; it is the disk's inner edge, and `DiskEmission` clamps -the inner radius with `max(disk.disk_r1, R_ISCO)`. - -## the accretion disk - -donut models the disk as a thin, opaque, self-luminous slab in the equatorial -plane ($y = 0$), not a volumetric cloud. a ray hits it the first time it crosses -the midplane (or grazes into the slab of half-thickness `disk.thickness`) inside -the radial band $[r_\text{in}, r_\text{out}]$, and that surface's emission is the -pixel colour. the default band runs from $3\,r_s$ to $12\,r_s$. - -a steady thin accretion disk radiates with a flux that rises from zero at the -inner edge, peaks just outside it, and tails off with radius: - -$$ -F(r) \;\propto\; \frac{1}{r^3}\left(1 - \sqrt{\frac{r_\text{in}}{r}}\right). -$$ - -this is the novikov–thorne / shakura–sunyaev thin-disk profile. its peak sits at -$r/r_\text{in} \approx 1.36$ with value `FLUX_PEAK = 0.0569`, which normalises it. -a blackbody's flux goes as $T^4$ (stefan–boltzmann), so the local temperature is - -$$ -T(r) = T_\text{peak}\left(\frac{F(r)}{F_\text{peak}}\right)^{1/4}, -$$ - -where $T_\text{peak}$ is the tunable `disk.temperature`, 4800 k by default: - -``` -flux = max((1 - sqrt(1/xr)) / (xr*xr*xr), 0); xr = rc / r_in -Tn = pow(flux / FLUX_PEAK, 0.25); // normalised temperature, peak ≈ 1 -Temit = disk.temperature * Tn; -``` - -an optional turbulence overlay (the `turbulence` parameter, `disk.disk_num`) -modulates the brightness with animated fractal noise to suggest churning gas. it -never changes the fact that the disk is an opaque surface. - -## redshift, doppler beaming and colour - -the disk is hot gas on relativistic orbits, deep in the gravity well. two effects -shift its light on the way to the camera, and both collapse into a single redshift -factor $g$ (observed frequency over emitted). - -the gas moves on prograde circular geodesics. for schwarzschild, the locally -measured orbital speed is - -$$ -v = \sqrt{\frac{M}{r - 2M}} = \sqrt{\frac{r_s/2}{r - r_s}}, -$$ - -which is exactly $0.5\,c$ at the isco. the velocity vector is -$\boldsymbol\beta = v\,\hat\phi$, tangent to the orbit. combining the gravitational -and time-dilation shift of a circular orbit with the relativistic doppler shift -from that motion gives - -$$ -g = \frac{\sqrt{\,1 - \tfrac{3}{2}\,\dfrac{r_s}{r_c}\,}}{1 - \boldsymbol\beta\cdot\hat n}, -$$ - -where $\hat n$ points along the photon toward the observer and $r_c$ is the -cylindrical radius of the emission point. the numerator is the gravitational part -(it vanishes at the photon sphere $r_c = \tfrac{3}{2}r_s$, where even orbiting -light is infinitely redshifted); the denominator is the doppler part, which -brightens and blueshifts the side turning toward the camera and dims and redshifts -the receding side. as a check, $g \to \sqrt{1/2}$ at the isco, matching the code. - -two things follow from $g$, both physical: - -$$ -T_\text{obs} = g\,T_\text{emit} -\qquad\text{(colour: a redshifted blackbody)}, -\qquad\qquad -I_\text{obs} = g^4\,I_\text{emit} -\qquad\text{(relativistic beaming)}. -$$ - -the colour is the planckian blackbody colour at the observed temperature, -`Blackbody(g · Temit)`, using a tanner-helland fit to the planckian locus. the -brightness keeps the physical $g^4$ beaming — the real approaching/receding -asymmetry — while the enormous $T^4$ radial range is compressed to $T_n^2$ for -display, so the colour gradient across the disk stays visible instead of collapsing -to a single saturated ring: - -``` -bright = pow(Tn, 2.0) * pow(g, 4.0) * edge; // edge = soft inner/outer falloff -colour = Blackbody(g * Temit) * bright; -``` - -that $T_n^2$ in place of the physical $T_n^4 = F$ is the one intentional -concession to legibility; the rest of the disk model is the genuine relativistic -result. - -## the impact parameter - -a ray's impact parameter $b$ is the perpendicular distance from the hole's centre -to the straight line the ray would have followed with no gravity — the quantity -that sets how strongly it deflects. donut reads it straight off the camera geometry -(in units of $r_s$): - -$$ -b = \frac{\lVert \mathbf{r}_\text{cam} \times \hat d\,\rVert}{r_s}, -$$ - -with $\mathbf{r}_\text{cam}$ the camera position relative to the hole and $\hat d$ -the pixel's ray direction. rays whose $b$ is near the critical value (about -$\tfrac{3\sqrt3}{2}r_s$) are the ones that skim the photon sphere and build the -ring. - -## observable channels - -the renderer already computes these physical quantities while tracing, so it can -output them directly instead of only the final colour. the shader's `outputChannel` -picks which quantity each pixel reports, and `rawOutput` picks whether to write the -raw floating-point value (for analysis) or a false-coloured / tone-mapped version -(for viewing): - -| channel | quantity | notes | -| --- | --- | --- | -| 0 | colour | the final tone-mapped hdr radiance — the normal image | -| 1 | redshift $g$ | disk pixels only; validity flagged in alpha | -| 2 | emission temperature $T_\text{emit}$ (k) | disk pixels only; validity in alpha | -| 3 | impact parameter $b$ ($r_s$) | a per-ray geometric quantity, defined everywhere | - -the raw channels are what make the export usable as data rather than just imagery; -[`architecture.md`](architecture.md#the-export-pipeline) covers how they are -rendered off-screen and written to pfm or csv. - ---- - -see also [`architecture.md`](architecture.md) for how the renderer is built, from -the portable gpu layer up through the panels and the export pipeline. |
