As it turns out, rendering spheres while in a circular orbit only results in longitude (phi) changes between subsequent animation frames, so I could render one mapping of pixels to scene coordinates and quickly render the rest with only a few ray tests.
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But for non circular, non equatorial orbits I can’t cheat like this. So I need to optimize the ray tracing. Will switch to something with automatic step control, and start using interpolation where changes are smooth.
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Since you mention me, my videos of raytraced trajectories inside black holes are at http://www.madore.org/~david/math/kerr.html … (or https://www.youtube.com/watch?v=T_TU6T4-0LU&list=PLB73071E0404F015B …), with the program I used to compute them. The more interesting ones are the ones which approach the singularity and enter a parallel universe.
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So anyway, I'm curious to know more about the techniques you're using for the raytracing: do you model rays as a 1st order ODE using the full set of integrals of motion, and then apply something like Runge-Kutta, like I do?
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So is it light bending around and into the black hole in this image or is it more of a demonstration as to its orbital movement? Pretty cool animation!
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It’s light bending around the hole.
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This is awesome. As a kid I used to get so made at the simplicity of this image.pic.twitter.com/nyZ8wDo4qu
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Hi Scott, interesting work! Can you tell more about performances and language used for writing it down?
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As he explains in https://twitter.com/DJSnM/status/1223698839661494273 …, he based his code on mine, so the language is probably still the same: C. My own program is given in the links in the previous tweets, and is abundantly commented.
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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