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-# 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.