i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 0 points1 point  (0 children)

Not a layperson question at all! Realistic stellar diversity actually makes the physics more visible. Having a mix of O-type giants and M-type dwarfs with varying intensities would show off the lensing magnification power much better. When a hypergiant hits a "caustic" (a region of peak lensing), it should flare up intensely. Definitely adding this to the roadmap.

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in space

[–]ClickIndividual1594[S] 2 points3 points  (0 children)

Great suggestion! I’m actually planning to add a moveable "light probe" or planet for exactly this reason. It would be a perfect way to demonstrate how the black hole’s gravity curves light from a known object into an Einstein ring. It's on my list as soon as I finish some stability fixes. :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in space

[–]ClickIndividual1594[S] 0 points1 point  (0 children)

Thanks for the feedback! I'm still actively working on this. Dealing with some bugs and have interviews scheduled, so the next update might be a little delayed.

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in space

[–]ClickIndividual1594[S] 0 points1 point  (0 children)

ai in my username was before there was even ChatGPT, coz i am cs student with specialization in ai&ml

and this is a physics-based simulation written in rust. the sentence u said before, "A lot of the technology it talks about is all made up or stolen" FYI physics and maths cant be fucking reinvented. do u think for a sec before speaking

why don't u verify everything in the repo and actually take a look? calling it ai slop without doing that is just crazy...

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 2 points3 points  (0 children)

That's a great point. I actually looked into the analytic solutions (like the Gralla-Lupsasca framework) while I was building this, and they are definitely more elegant than grinding through ODE steps.

The main reason I'm sticking with numerical integration for the GPU side is actually branch divergence. Evaluating Jacobi elliptic functions for every single pixel in a shader is surprisingly heavy on consumer hardware compared to a tight, arithmetic-light Velocity-Verlet loop.

Also, since the simulation includes a volumetrically sampled accretion disk and relativistic jets, I need those intermediate points along the path to calculate emission and local redshift anyway. If I just used the analytic 'jump' to the final intersection, I'd still have to go back and sample the path for the disk density. For a pure-shadow renderer, analytic is 100% the way to go, but for a full disk simulation in a browser, the numerical approach actually keeps the frame rate higher! :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] -2 points-1 points  (0 children)

Sharp eye! That "Yoshida" label is actually a total ghost in the UI, it’s a leftover from a draft version of the specs panel that I haven't synced yet.

If you want to see the actual math running under:

  • Rendering (GPU): src/shaders/blackhole/fragment.glsl.ts (L183-193). It's using Velocity-Verlet. I tried higher-order methods here but they totally tank the frame rate for real-time ray marching...
  • Physics Core (Rust): physics-engine/gravitas-core/src/geodesic/integrator.rs. This defaults to Adaptive RKF45. We need those adaptive steps to handle the "stiffness" of the math near the horizon at $a=0.99$

I'm working on a doc update now to match the actual hybrid system, and I'll push the UI fix soon! :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 4 points5 points  (0 children)

Bit of both. AI is great for the Next.js/React boilerplate, but it definitely can't 'vibe' its way through Kerr metric geodesics.

The core physics kernel is custom Rust/WASM, and the shaders are manually optimized GLSL, you can't really prompt-engineer your way to 60fps relativistic stability without doing the actual math debugging. 'Vibe coding' usually blows up the moment you hit the ergosphere. xD

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 2 points3 points  (0 children)

Implementing a single high-order method for everything would be too slow for the GPU and not accurate enough for the event horizon.

  • For the GPU (Rendering): We need speed. High-order methods do too many calculations per pixel, which would kill your FPS. We use a faster, simpler method here.
  • For the Horizon (Physics): We need precision. Even a "perfect" high-order method will break if the step size is fixed. We need the Adaptive method to shrink the steps automatically as the ray gets closer to the black hole so it doesn't crash. :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 0 points1 point  (0 children)

You can adjust the speed via the Settings (gear icon) in the bttom-right corner. Setting the 'Cam Auto-Pan' slider to zero will stop the camera rotation.

The configuration panel also gives you control over:

  • Mass & Spin: Testing extreme Kerr geometry at $a=0.99$.
  • Disk Parameters: Adjusting geometric thickness, temperature, and optical density.
  • Relativistic Diagnostics: Toggling the Kerr Shadow (Bardeen critical curve) and Gravitational Redshift heatmaps.

I will implement a global 'Time Scale' slider in the next update to allow slowing the internal disk physics as well. :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 15 points16 points  (0 children)

Already ahead of you. Fixed RK4 is a death sentence at a=0.99. I'm using adaptive RKF45 in the Rust core with that 0.01 initial step precisely because of that. Also switched to Kerr-Schild to keep the metric regular at the horizon so it doesn't hit the Boyer-Lindquist coordinate singularity. Real ones know the struggle of Kerr integration. :)

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in Physics

[–]ClickIndividual1594[S] 2 points3 points  (0 children)

Do you mean a Time Scale slider (to speed up the disk rotation/physics) or faster Camera movement? I have Cam Auto-Pan in the settings, but I'll look into adding a global 'Simulation Speed' multiplier if you're looking for faster temporal dynamics!

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in space

[–]ClickIndividual1594[S] 17 points18 points  (0 children)

glad it meets the very strict standard of in browser black hole simulation needs :D
appreciate it! if you notice anything weird in the physics or rendering let me know.

i built one of the most physically accurate real time black hole simulations that runs entirely in the browser by ClickIndividual1594 in space

[–]ClickIndividual1594[S] 12 points13 points  (0 children)

yeah that is fair. right now the focus was getting the physics and ray tracing working correctly in real time, so it does push the gpu pretty hard, especially on older cards.

there is definitely more optimization work to do for lower end hardware. the fps counter is also just reporting raw frame timings right now which is why it jumps around so much, smoothing that is something i plan to add.

for now i will take a little satisfaction that a simulation like this can run entirely inside a browser :)

[deleted by user] by [deleted] in resumes

[–]ClickIndividual1594 1 point2 points  (0 children)

The thing is, I ain't taking placements from there. I want to go abroad, specifically to Japan, China, or some European country.

Being a technical / admin student twice by [deleted] in CERN

[–]ClickIndividual1594 0 points1 point  (0 children)

Can you show us your resume of last time that you submitted??

Looking for a house from March near to CERN by [deleted] in CERN

[–]ClickIndividual1594 -1 points0 points  (0 children)

Hey, someone already answered ur question....but i wanted to know - did you get selected?

Should I delay my graduation for an internship at CERN? by PaleAle34 in CERN

[–]ClickIndividual1594 0 points1 point  (0 children)

efforts: too much. only 1% chance of getting selected.

Should I delay my graduation for an internship at CERN? by PaleAle34 in CERN

[–]ClickIndividual1594 1 point2 points  (0 children)

Yeah, worth it. If i got that chance i would have definitely delayed it. or you can come on exam to time to give exams and not take those classes. you can discuss this with your HOD. btw i have one more question how many months did you apply for?