Skip to content

VORTEX Simulator

LiranOG edited this page May 8, 2026 · 3 revisions

πŸŒ€ VORTEX Simulator

VORTEX ETERNITY | v0.6.7 (Gold Master) | April 15, 2026
Location: viz/vortex_eternity/

"Where equations meet eternity β€” every orbit, every merger, every collapse, rendered in real time."


Table of Contents

  1. What is VORTEX?
  2. VORTEX and GRANITE β€” Architecture
  3. Physics Engine β€” Complete Reference
  4. Zero-Allocation Architecture
  5. Rendering Pipeline
  6. Simulation Scenarios
  7. Live Telemetry Dashboard
  8. Camera System
  9. Controls & Keyboard Reference
  10. Cinematic & Recording Tools
  11. Data I/O
  12. Version History
  13. Roadmap: VORTEX v1.0
  14. Physics References

1. What is VORTEX?

VORTEX (VORTEX ETERNITY) is a standalone, browser-native N-body simulation and visualization engine for gravitational astrophysics. It runs entirely inside a single HTML file with no installation, no server, and no external dependencies beyond the bundled Three.js library.

VORTEX is not a toy simulation. It is a research-grade Post-Newtonian engine implementing the full EIH hierarchy through 2PN, with analytical 2.5PN radiation reaction, 1.5PN Lense-Thirring spin-orbit coupling, 2PN spin-spin, and 2PN quadrupole-monopole corrections β€” all running in a Hermite 4th-order predictor-corrector integrator stabilized by Kahan compensated summation.

What it simulates

  • Gravitational N-body dynamics under full Post-Newtonian gravity (1PN + 2PN + 2.5PN)
  • Black hole and neutron star inspiral with gravitational wave energy loss
  • Lense-Thirring frame dragging and spin precession (exact Rodrigues rotation)
  • Tidal Disruption Events (TDE) via Roche limit physics
  • Supernovae and Hypernovae with blast dynamics
  • Accretion disk formation around compact objects
  • Kozai-Lidov oscillations, EMRI, galactic center dynamics
  • Merger mass defect (Ξ”M_rad), GW recoil kicks
  • Solar System dynamics, circumbinary planets, pulsar environments

What it renders

  • Real-time WebGL 3D scene at 60 FPS
  • Gravitational lensing via custom GLSL Schwarzschild ray-deflection shader
  • Einstein Cross (4-image lensing) for extreme compact objects
  • Relativistic Doppler shift (redshift/blueshift) and Lorentz beaming
  • Body trails, glow halos, accretion disk particles
  • Live orbital trajectory prediction (ellipse/hyperbola/parabola)
  • Minimap with Isobar (gravitational potential) and Flux (radiation) sensor modes

2. VORTEX and GRANITE β€” Architecture

CURRENT STATE (v0.6.7)
─────────────────────────────────────────────────────────────
GRANITE (C++ HPC)              VORTEX (Browser Engine)
  CCZ4 spacetime evolution  β†’    Standalone PN sandbox
  GRMHD Valencia            β†’    Independent N-body sim
  HDF5 checkpoints          β†’    No GRANITE connection yet
  AMR grid hierarchy        β†’    Own physics integrator

TARGET STATE (v1.0)
─────────────────────────────────────────────────────────────
GRANITE (C++ HPC)              VORTEX (3D Dashboard)
  Full CCZ4 + GRMHD sim     β†’    Read GRANITE HDF5 files
  Produces HDF5 + JSON      β†’    Replay spacetime data
  Python distills outputs   β†’    Render horizon topology
  Kinematic streams         β†’    Visualize Psi4 GW strain
  Telemetry JSON            β†’    Interactive NR explorer

VORTEX is the visualization and outreach layer of GRANITE. The C++ backend handles the full non-linear CCZ4 field equations at supercomputer scale. VORTEX handles human perception β€” making those results tangible, interactive, and beautiful in a browser tab.

The v1.0 integration pipeline:

GRANITE HDF5 checkpoints
        ↓
Python granite_analysis (distillation)
        ↓
JSON kinematic + telemetry streams
        ↓
VORTEX ingest + 3D playback
        ↓
Interactive exploration of NR data

3. Physics Engine β€” Complete Reference

3.1 Hermite 4th-Order Predictor-Corrector

Reference: Makino & Aarseth (1992), PASJ 44, 141–151

The Hermite scheme evolves both position x and velocity v simultaneously, requiring both the acceleration a and its time derivative β€” the jerk j = da/dt β€” at each step. This 4th-order accuracy with jerk is far superior to RK4 for gravitational N-body problems.

Predict step:

x_p = x + vΒ·dt + (1/2)aΒ·dtΒ² + (1/6)jΒ·dtΒ³
v_p = v + aΒ·dt + (1/2)jΒ·dtΒ²

Evaluate: Compute forces and jerks (a_new, j_new) at predicted positions.

Correct step:

v = vβ‚€ + (1/2)(aβ‚€+a₁)dt + (1/12)(jβ‚€-j₁)dtΒ²
x = xβ‚€ + (1/2)(vβ‚€+v₁)dt + (1/12)(aβ‚€-a₁)dtΒ²

Adaptive timestep (Aarseth criterion):

dt = Ξ· Γ— sqrt(|a| / |j|)

Ξ· is a safety factor. Small steps near close encounters; large steps in the far field β€” critical for accurate inspiral simulations.

NaN Shield: After every corrector step, all position/velocity components are validated. If NaN or Infinity is detected, the timestep is bisected and retried. After MAX_BISECT = 6 halvings without recovery, the corrupted body is surgically removed and the simulation continues.


3.2 Kahan Compensated Summation

All energy accumulation uses the Kahan compensated summation algorithm to prevent floating-point round-off from accumulating over millions of integration steps:

class KahanSum {
    add(value) {
        const y = value - this.c;    // compensated value
        const t = this.sum + y;      // sum + compensated value
        this.c = (t - this.sum) - y; // capture lost bits
        this.sum = t;
    }
}

The Ξ”E/Eβ‚€ readout in the top bar is the Kahan-tracked symplectic energy error. Values below 0.01% indicate excellent Hamiltonian conservation.


3.3 Post-Newtonian Hierarchy

All PN corrections are togglable at runtime and applied as acceleration + jerk terms in the O(NΒ²) force loop.

1PN β€” Einstein-Infeld-Hoffmann (Conservative)

Reference: Will (2014), LRRGR Β§9

a₁^{1PN} = (Gmβ‚‚/rΒ²cΒ²) Β· [n̂·Φ₁ + (4n̂˙₁ - 3nΜ‚Λ™β‚‚)Β·v_rel]

Φ₁ = -v₁² - 2vβ‚‚Β² + 4(v₁·vβ‚‚) + (3/2)αΉ…β‚‚Β² + 5Gm₁/r + 4Gmβ‚‚/r

VORTEX implements the full analytical 1PN jerk (da^{1PN}/dt via chain rule) β€” not a finite-difference approximation. This is required for Hermite-4 correctness and is rare even in research codes.

2PN β€” Second Post-Newtonian Conservative (EIH)

Reference: Will (2014) Β§9.1; Blanchet & Iyer (2003), PRD 71, 024004

O(v/c)⁴ corrections. Active for all body types.

a^{2PN} = (Gm/rΒ²c⁴) Β· (Aβ‚‚Β·nΜ‚ + Bβ‚‚Β·v_rel)

Aβ‚‚ includes: velocity⁴ terms + (Gm/r)Β·velocityΒ² cross terms + (GΒ²mΒ²/rΒ²) terms
Bβ‚‚ includes: (nΜ‚Β·v_b)Β·velocityΒ² + (Gm/r)Β·radial projections

2.5PN β€” Radiation Reaction (Dissipative)

Reference: Blanchet (2014), LRRGR Β§5

The term that drives inspiral β€” removes orbital energy at the Peters quadrupole rate:

a^{2.5PN} = (4/5)Β·GΒ²m₁mβ‚‚/(c⁡rΒ³) Β· [nΜ‚Β·A_rad + v_relΒ·B_rad]

A_rad = αΉ…Β·(-6vΒ² + 52GM/3r + 3αΉ…Β²)
B_rad = 2vΒ² - 8GM/r - 3αΉ…Β²

Active only for compact objects: BH and NS types. VORTEX also implements the full analytical 2.5PN jerk (not finite difference).


3.4 Spin Physics

1.5PN Lense-Thirring Spin-Orbit

Reference: Barker & O'Connell (1975); Damour (2001) Β§4

Full Barker-O'Connell spin-orbit force:

F_SO = (GΞΌ/rΒ³cΒ²) Β· {6(nΜ‚Γ—v)(S_effΒ·nΜ‚) - 3(S_effΒ·nΜ‚)nvΒ·nΜ‚ + 3nv(S_effΓ—nΜ‚) - S_effΓ—v}

S_eff = S₁/m₁ + Sβ‚‚/mβ‚‚  (mass-reduced effective spin)

Spin precession via exact Rodrigues rotation β€” preserves |S| exactly. Euler integration inflates spin magnitude and is NOT used.

2PN Spin-Spin Coupling

Reference: Barker & O'Connell (1975); Kidder (1995), PRD 52, 821

F₁_SS = (G/m₁mβ‚‚cΒ²r⁴) Β· {15(nΜ‚Β·S₁)(nΜ‚Β·Sβ‚‚)nΜ‚ - 3(S₁·Sβ‚‚)nΜ‚ - 3(nΜ‚Β·S₁)Sβ‚‚ - 3(nΜ‚Β·Sβ‚‚)S₁}
Fβ‚‚_SS = -F₁_SS  (Newton's 3rd β€” exact for Hamiltonian systems)

2PN Quadrupole-Monopole

Reference: Poisson (1998), PRD 57, 5287

C_Q coefficients:  BH β†’ 1.0   (Kerr metric)
                   NS β†’ 4.0   (canonical stiff EOS)

F_QM = (Gm_bΒ·C_Q)/(2cΒ²m_aΒ²r⁴) Β· {6(nΜ‚Β·S_a)S_a + (3S_aΒ² - 15(nΜ‚Β·S_a)Β²)nΜ‚}

3.5 Astrophysical Events

Tidal Disruption Events (TDE)

d_Roche = 2.44 Β· r_phys Β· (M_massive / M_small)^(1/3)
r_phys = 0.7 Β· m^(1/3)  [calibrated: 1 Mβ˜‰ β†’ 0.7 sim-units]

Trigger: r < d_Roche  AND  M_massive β‰₯ 100  AND  M_small β‰₯ 0.5

Supernovae / Hypernovae

Hypernova threshold: M_star > 40 Mβ˜‰ β†’ E_HN = 100 Γ— E_SN

Lethal zone: E_deposited > E_binding β†’ companion evaporates
E_binding = 3GMΒ²/(5R)  (uniform sphere)
Blast: a = E_totalΒ·Οƒ / (4Ο€RΒ²Β·m_companion)

Accretion Disk

ISCO-bounded particle dynamics. Keplerian orbits between visual radius and Kerr ISCO:

r_ISCO = GM/cΒ² Β· (3 + Zβ‚‚ - sqrt[(3-Z₁)(3+Z₁+2Zβ‚‚)])
Disk luminosity: L = G·M·ṁ / (2·r_ISCO)

4. Zero-Allocation Architecture

The VORTEX physics hot loop allocates exactly zero objects per frame. This is the architectural foundation that enables 60 FPS under intense computation.

JavaScript's garbage collector pauses execution when it reclaims memory. Naive vector code creates thousands of new THREE.Vector3() per frame β†’ GC stall every few seconds β†’ dropped frames.

Solution: All temporary vectors are pre-allocated at startup:

const _r    = new THREE.Vector3();  // separation vector r₁₂
const _v    = new THREE.Vector3();  // velocity difference v₁-vβ‚‚
const _a    = new THREE.Vector3();  // Newtonian acceleration kernel
const _k    = new THREE.Vector3();  // jerk kernel
const _nHat = new THREE.Vector3();  // unit vector nΜ‚ = r̂₁₂
const _pnA  = new THREE.Vector3();  // PN acceleration accumulator
const _pnJ  = new THREE.Vector3();  // PN jerk accumulator

All operations mutate these vectors in-place:

// CORRECT (zero-alloc):
_r.subVectors(b2.position, b1.position);

// WRONG (allocates on heap):
const r = b2.position.clone().sub(b1.position); // NEVER in hot loop

Result at 20 substeps/frame:

  • Without ZAA: ~40,000 Vector3 allocations/frame β†’ GC every 2 seconds
  • With ZAA: 0 allocations/frame β†’ GC never triggered by physics

5. Rendering Pipeline

VORTEX uses Three.js r128 as the WebGL abstraction layer.

Body Rendering β€” InstancedMesh

All N bodies rendered as a single draw call:

Pre-allocate InstancedMesh with MAX_BODIES = 64
Each frame: mutate instanceMatrix[] and instanceColor[] in-place
Single draw call regardless of body count
frustumCulled = false: bodies never clipped at large orbital radii

Gravitational Lensing Shader (GLSL)

Custom ShaderPass post-processing simulates Schwarzschild optical curvature β€” bending UV coordinates toward each compact object via 1/rΒ² deflection.

Einstein Cross extension: When lensStr > 0.18 (strong-field threshold), 4 additional image samples composited at Β±x/Β±y offsets at Einstein ring radius, Gaussian-weighted:

float w = exp(-8.0 * pow(dist - eRuv*0.55, 2.0));
color += texture(tDiffuse, crossUV) * w * crossStrength;

Relativistic Doppler & Beaming (CPU-Side)

Applied per-body in syncInstances(), mutating iColorData Float32Array in-place:

const beta = dot(v_body, rΜ‚_camera) / C_SIM;
R_channel *= (1 + beta * 1.4);  // receding β†’ redder
B_channel *= (1 - beta * 1.4);  // approaching β†’ bluer
G_channel *= clamp(1 + |beta| * 2.5, 0.25, 3.5);  // Lorentz beaming

Orbital Trajectory Prediction

For selected body: compute Kepler elements analytically from (r, v), trace in orbital plane, transform to world coordinates. Color: green = ellipse, yellow = parabola, red = hyperbola.


6. Simulation Scenarios

Pre-Built Physics Scenarios

Scenario Bodies Key Physics Description
Genesis Β· 8-Body 8 2.5PN, SO Default sandbox β€” diverse BHs, NSs, stars
GW150914 Inspiral 2 2.5PN Historical LIGO detection configuration
GW170817 Inspiral 2 2.5PN, NS Binary neutron star (LIGO/Virgo 2017)
EMRI (LISA) 2 2.5PN, SO Extreme mass ratio inspiral
ZKL Triple 3 Kozai-Lidov Kozai-Lidov driven merger triple
SgrA Galactic Center* N 1PN, SO S-star orbits around Sgr A*
Kozai-Lidov 3 Secular Inner binary + inclined perturber
TDE Encounter 2 Roche, TDE Star disruption by SMBH
Retrograde Chaos N N-body Retrograde orbit chaos
Oort Cloud Infall N Keplerian Long-period comet infall
Interstellar Pass-by 2 Hyperbolic Hyperbolic stellar fly-by
β˜€ Solar System 9 1PN Sun + 8 planets
β—ˆ Pulsar Playground 5 2.5PN, SO Ultra-massive magnetar + planetary system
βŠ• Circumbinary Haven N Resonance Tatooine-style circumbinary planet
β˜… Solar Proxy N Keplerian Sun-like star with Earth-like companion

Observation Missions (Cinematic)

Mission Description
Total Eclipse 3-body eclipse: star, gas giant, moon in syzygy
Binary Dance Two neutron stars at extreme proximity
Grand Alignment 5 bodies in grand alignment

Body Classification

Auto-classification from compactness C = GΒ·M / (cΒ²Β·R):

Type Compactness C Notes
BH (Black Hole) C β‰₯ 0.25 2.5PN + SO active
NS (Neutron Star) 0.1 ≀ C < 0.25 2.5PN + SO active, C_Q=4.0
DWARF C < 0.1, M β‰₯ 1 Mβ˜‰ Newtonian + 1PN
STAR M β‰₯ 100 Mβ˜‰ Supernova eligible

7. Live Telemetry Dashboard

Top Bar Readouts

Field Description
FPS Rendering frame rate (target: 60)
SUB Physics substeps per render frame
Ξ”E Kahan symplectic energy error (%)
T Simulated time in years
Bodies Active body count
Mergers Merger event count

NR Diagnostics Matrix

Quantity Symbol Physical Meaning
α_min Geometric Lapse α = √(1-2Φ/c²) Spacetime curvature proxy
Symplectic Energy Error |Ξ”E/Eβ‚€| Kahan Hamiltonian conservation
L_GW Peters Quadrupole L_GW [c⁡/G] Instantaneous GW luminosity
PN Parameter x = max(vΒ²,GM/r)/cΒ² Post-Newtonian expansion
Δφ GR Phase Dephasing Δφ [rad] GR phase vs Newtonian
M_rad GW Mass Defect Ξ”M [Mβ˜‰] Total mass radiated as GW
|S_total| Lense-Thirring Ο‡_eff Effective spin parameter
hβ‚Š / hΓ— GW Strain h [G/c⁴] Quadrupole GW strain
M_chirp / T_merge M_c [Mβ˜‰] Chirp mass + merger estimate
f_GW Frequency f_GW [Hz] Dominant GW emission frequency
QNM Ringdown f_QNM Post-merger quasi-normal mode

Relativistic Diagnostics Window (Chart.js)

Three real-time charts:

  1. e vs a (Orbital Evolution): Eccentricity vs. semi-major axis β€” traces the Peters inspiral track from initial orbit through circularization to plunge.

  2. f_GW Chirp: GW frequency vs. time on semi-log Y axis. The upward sweep confirms 2.5PN radiation reaction is active.

  3. Ξ²Β² = (v/c)Β²: Peak relativistic velocity parameter per step. Values Ξ²Β²β†’0.1 indicate strong-field regime where PN approximation approaches its limits.

MTF time-filter: LIVE / 1YR / 10YR / MAX for historical data replay.


8. Camera System

Mode Description Best For
Free Orbit OrbitControls β€” drag to rotate, scroll to zoom General exploration
Track CoM Follows center of mass Binary inspiral
Top Down Fixed overhead view Orbital plane
Cinematic Auto-panning slow sweep Screenshots
🎬 Autopilot AI director cycling between targets Long recordings
Surface View First-person on body surface Planetary scale

Cinematic Autopilot: Cycles through BH/NS/massive body targets at 12–15s (randomized to prevent periodicity). Camera smoothly lerps to target with factor = 0.04 per frame.


9. Controls & Keyboard Reference

Physics Toggles

Toggle Effect Default
1PN EIH conservative ON
2.5PN Radiation reaction / inspiral ON
L-T SO Lense-Thirring spin-orbit ON
Lens Gravitational lensing shader ON
Roche TDE via Roche limit ON
β˜… AutoSN Auto-supernova at end-of-life OFF
🌊 Shell Volumetric shockwave shell ON

Temporal Flow Controls

Speed Meaning
βˆ’100Γ— Reverse fast
βˆ’10Γ— Reverse slow
0.1Γ— Ultra-slow
1Γ— Real-time
10Γ— Default
100Γ— Fast forward
500Γ— Extreme fast
↩ Rewind Flip time direction

Chronos Rewind: Flips sign of all velocity vectors β€” time runs backward.

Keyboard Shortcuts

Key Action
Space Pause / Resume
R Reset scenario
Z Zen Mode (UI hide)
F WASD free-flight toggle
X Supernova on selected body
[ Sim-OS Master Menu
Esc Cancel placement / close overlay
? Keyboard reference modal
Click body Select body
Drag canvas Spawn body (slingshot)

10. Cinematic & Recording Tools

Zen Mode

Press Z β€” all UI fades to invisible (500ms CSS transitions). Only WebGL canvas, vignette, and atmospheric haze remain. Toast notification auto-fades after 3 seconds.

Use case: Screen recording, outreach videos, public demonstrations.

GW Audio Sonification

Real-time chirp synthesizer using Web Audio API:

Frequency: f_audio = clamp(f_GW Γ— 10, 30 Hz, 1200 Hz)
           30 Hz floor β†’ deep inspiral rumble
           1200 Hz ceiling β†’ merger squeal

Amplitude: gain = clamp(|hβ‚Š| Γ— 5Γ—10⁢, 0, 0.5)

Signal path: Oscillator β†’ Physics Gain β†’ Master Gain β†’ Output

All parameter updates use AudioParam.setTargetAtTime(Ο„=0.08s) β€” zero-alloc, no GC, no click/pop artifacts.

Volume panel: πŸ”Š button in top bar. Dynamic icon: πŸ”‡ 0% / πŸ”ˆ 40% / πŸ”‰ 75% / πŸ”Š 100%.

Cinematic Autopilot Camera

AI camera director. Priority: BH/NS β†’ massive bodies (M>10) β†’ all bodies. Hold 12–15s per target (jittered). Slow lerp factor 0.04 for cinematic smoothness.


11. Data I/O

Export State (JSON)

⬆ EXPORT β†’ Downloads complete simulation snapshot: all body states, time, scenario name, toggle states.

Import State (JSON)

⬇ IMPORT β†’ Restores full simulation from JSON snapshot. Enables sharing and reproducibility.

CSV Export

β–€ CSV β†’ Current step telemetry in tabular format: positions, velocities, masses, energy, angular momentum.

Minimap 3.0 β€” Sensor Modes

Mode Visualization
Bodies Body dots + velocity arrows + ISCO reticles
γ€ˆγ€‰ Isobar Gravitational potential Ξ¦ = -Ξ£GM/r with marching-squares iso-contours (8 levels)
🌑 Flux Bolometric radiation flux F = Ξ£L/(4Ο€rΒ²) with thermal color ramp

Isobar mode is a scientific-grade visualization of gravitational influence zones not available in any other quick visualizer.

Additional minimap features: camera frustum cone overlay, ISCO proximity pulsing reticles, click-to-select, hover tooltips (name / mass / velocity / gravitational redshift / type), logarithmic radial projection toggle.


12. Version History

v0.6.7 β€” Gold Master (April 15, 2026)

Zen Mode: Full UI fade (500ms CSS), Z key, toast notification, all UI elements suppressed including #kh shortcut bar.

GW Audio Sonification: Dual gain chain (physics-driven + user volume), zero-alloc via setTargetAtTime, lazy init on first user click (autoplay policy compliant). Frequency: 30–1200 Hz mapped from f_GW.

Cinematic Autopilot: AI camera director with 12–15s jittered hold times, smooth lerp, Event Log feedback on each target switch.

ESC Abort: Universal cancel for all drag/placement operations. Clears slingshot preview from 3D scene.

Master Volume Panel: πŸ”Š top-bar floating popup with slider, mute toggle, dynamic icon.

FWM Hardening (5 passes): Off-screen initial placement fix; sticky drag on cross-display pointer escape; zoom-aware coordinate transforms; resize boundary violations; HUD-scale-aware window sizing.


v0.6.7 β€” Sim-OS Audit, Research Visuals & FWM Hardening (April 14, 2026)

NR Diagnostics Window: Three Chart.js panels (e vs a, f_GW chirp, Ξ²Β²). MTF time-filter (LIVE/1YR/10YR/MAX). _clearTelemetry() centralized reset prevents cross-scenario contamination.

Minimap 3.0: Isobar (marching-squares potential), Flux (bolometric), ISCO reticles, click-to-select, hover tooltips, velocity arrows, log-projection toggle, camera frustum, canvas size fix for CSS flex distortion.

Relativistic Doppler & Beaming: CPU-side per-body color modulation, zero-alloc iColorData mutation.

Einstein Cross shader: 4-image secondary lensing at strong-field threshold, Gaussian-weighted.

Master Menu Categorization: 4 sections β€” Relativistic Optics, Scientific Analysis, Tactical Tools, System.

Phase label overflow fix: max-width: 28vw; text-overflow: ellipsis prevents overwrite of right-side telemetry at high HUD scale.


v0.6.6 β€” VORTEX WebGL Sim Integration (April 12, 2026)

Initial VORTEX release into the GRANITE ecosystem:

  • Zero-Allocation Architecture (ZAA)
  • Hermite 4th-order P-C integrator (Makino & Aarseth 1992)
  • Kahan compensated summation
  • 1PN + 2PN + 2.5PN full hierarchy with analytical jerks
  • 1.5PN Lense-Thirring SO (Barker-O'Connell + Rodrigues exact rotation)
  • 2PN Spin-Spin (Barker-O'Connell, Kidder 1995)
  • 2PN Quadrupole-Monopole (Poisson 1998)
  • Roche limit TDE detection
  • Supernova / Hypernova mechanics
  • Accretion disk (ISCO-bounded Keplerian particles)
  • GLSL Schwarzschild gravitational lensing shader
  • 14 pre-built scenarios
  • Mission Control telemetry (KE, PE, H, L, P, v_max)
  • GW quadrupole extraction (hβ‚Š, hΓ—, M_chirp, f_GW, QNM)

13. Roadmap: VORTEX v1.0

Integration Pipeline (Planned)

[1] GRANITE C++ β†’ HDF5 checkpoints

[2] Python granite_analysis distillation:
    positions.json   (body CoM trajectories)
    horizons.json    (apparent horizon radii vs time)
    gw.json          (Ξ¨β‚„ decomposition at extraction radii)
    telemetry.json   (||H||β‚‚, Ξ±_center, AMR stats vs step)

[3] VORTEX ingests JSON streams:
    3D body trajectory replay
    Animated apparent horizon visualization
    GW strain hβ‚Š/hΓ— as audio + visual overlay
    Constraint norm color-coded spacetime
    AMR grid structure animation

Feature Targets

Feature Status
GRANITE HDF5 reader (Python) Planned
JSON stream format spec Planned
VORTEX JSON playback mode Planned
Apparent horizon mesh renderer Planned
Ξ¨β‚„ waveform overlay Planned
AMR grid visualization Planned
Time-scrub playback control Planned
Multi-resolution comparison view Planned

Current Limitations

No GRANITE connection: VORTEX is an independent PN sandbox. It does not read GRANITE HDF5 outputs yet.

PN vs CCZ4: VORTEX uses Post-Newtonian approximations valid for v β‰ͺ c. GRANITE solves the full nonlinear Einstein equations. The two agree only in the weakly relativistic regime.

Merger physics: VORTEX merges bodies into a single object. Quasi-normal mode ringdown is estimated from Kerr formulae, not evolved. Accurate ringdown requires full CCZ4 evolution from GRANITE.

Energy conservation: GW energy loss tracked via Peters formula (2.5PN). Total energy radiated requires full Ξ¨β‚„ extraction from GRANITE at multiple extraction radii.


14. Physics References

Reference Used In
Makino & Aarseth (1992), PASJ 44, 141 Hermite 4th-order P-C integrator
Will (2014), LRRGR Β§9 1PN EIH acceleration + analytical jerk
Blanchet & Iyer (2003), PRD 71, 024004 2PN EIH (conservative)
Blanchet (2014), LRRGR Β§5 2.5PN radiation reaction + analytical jerk
Barker & O'Connell (1975), PRD 12, 329 Spin-orbit, Spin-spin coupling
Damour (2001) Β§4 Full Barker-O'Connell SO expression
Kidder (1995), PRD 52, 821 2PN spin-spin
Poisson (1998), PRD 57, 5287 2PN quadrupole-monopole; C_Q coefficients
Peters (1964), Phys. Rev. 136, B1224 GW energy loss (quadrupole formula)
Nitadori & Aarseth (2012), MNRAS 424 Reference practice for 2.5PN jerk
Kahan (1965), Commun. ACM 8, 40 Compensated summation algorithm
Rodrigues (1840) Exact rotation formula for spin evolution

VORTEX ETERNITY v0.6.7 β€” April 15, 2026 β€” LiranOG
Part of the GRANITE numerical relativity ecosystem

See also: Home | Architecture Overview | Scientific Context | GW Extraction

Clone this wiki locally