diff options
| author | hachem <im@hachem.wtf> | 2026-08-24 12:58:31 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-24 12:58:31 +0200 |
| commit | d2f904e9d7ffb3b72ffbd9f70bcdaf72676ae9be (patch) | |
| tree | a7b21c9841b543e4cb2dccfd9d67c042f89569f2 /docs | |
| parent | 59b7c407550d63e997ed1e7bed286be5c332c285 (diff) | |
[docs]: rewrite old documentation
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/README.md | 27 | ||||
| -rw-r--r-- | docs/architecture.md | 300 | ||||
| -rw-r--r-- | docs/physics.md | 373 |
3 files changed, 700 insertions, 0 deletions
diff --git a/docs/README.md b/docs/README.md new file mode 100644 index 0000000..fa5d6ed --- /dev/null +++ b/docs/README.md @@ -0,0 +1,27 @@ +# 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 tabs, 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 new file mode 100644 index 0000000..4eb4153 --- /dev/null +++ b/docs/architecture.md @@ -0,0 +1,300 @@ +# 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 / Workspace<br/>the tabbed ImGui interface"] + 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` / `Workspace` | [`src/ui/ui_layer.cpp`](../src/ui/ui_layer.cpp) | The tabbed interface; 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 on the Scene tab. + +`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 on the Simulation tab +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 $\text{SagA\_rs}/3$ to reach physical metres, and uploads +them into the shader's `Objects` uniform (up to 16 spheres). + +So a sphere placed on the Scene tab shows up in the same spot on the Simulation +tab, 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. + +## The workspace: tabs + +The interface follows Dorico's mode tabs: separate workspaces, one active at a +time, each returning a `View` so the renderer knows what to draw. + +| Tab | View | For | +| --- | --- | --- | +| Setup | `None` | Display & quality: vsync, target FPS, resolution, fullscreen, UI scale, HDRI selection, integration quality, early-exit distance | +| Scene | `Scene` | The world builder: place, select and transform objects with a gizmo; orbit the editor camera around the black-hole marker | +| Simulation | `BlackHole` | The live lensed view — the only place the geodesic tracer runs; tune the black hole and disk; orbit or fly (FPS) the camera | +| Export | `None` | Choose which observable channels, at what resolution and format, then render them to disk | + +Tabs whose view is `None` have no live 3-D viewport, so `Application::update_input` +skips camera handling for them. + +## 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 GNU Makefiles. 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". + +Generate and build (arm64 macOS): + +```bash +premake5 gmake && make config=debug-macosx +``` + +`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 new file mode 100644 index 0000000..4877f64 --- /dev/null +++ b/docs/physics.md @@ -0,0 +1,373 @@ +# 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 tabs +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 $\text{SagA\_rs}/3$ 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: + +$$ +\Delta\lambda = \operatorname{clamp}\!\left(0.02\,\max(r - r_\text{photon},\,0),\; \Delta_\text{min},\; \Delta_\text{max}\right), +\qquad +\begin{aligned} +\Delta_\text{min} &= 10^6\\ +\Delta_\text{max} &= 2\times10^{10} +\end{aligned} +$$ + +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 tabs and the export pipeline. |
