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Black Hole Simulation

Raymarched Black Hole simulation implementing a pseudo photon simulation through HLSL.
Rendered in real-time using Unity BlackHoleFinal

Features

  • Volumetric Accretion Disc
    The gravitationally lensed accretion disc is formed from a 3D noise texture sampled in radial coordinate space. This may be controlled through a system of persistent data objects.
    Low quality accretion disc option implemented for better performance.
  • Gravitational Blue-shifting
    Simulated the effects of photons gaining energy as they get closer to the singularity. Screen colour is Blue-shifted the closer the observer is.
  • Layered Rendering
    Implemented as a screen-space effect that gets rendered last. Rendering queue therefore allows effects to be stacked such as a bloom filter & colour grading over the black hole.

Todo

  • Implement doppler beaming on the accretion disc.
  • Implement gravitational Red-shifting.
  • Overlay blue noise to reduce rendering artifacts.

Development Video

Below is a development video detailing the creation process of this effect,
Simulations - Black Holes

GaiaPanorama BlackHoleDramatic

Known Issues

  • Radial Seams
    Visible seam in the accretion disc where the radial map ends.
  • Multi-Rendering
    Currently, if multiple black holes are rendered at once, they are only affected by those lower in the rendering queue. For a serious multi-rendering approach they would need to be processed in parallel.

License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

CC BY-NC-SA 4.0