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Wormhole simulation

Experience the space time curvature and strange lensing effects of a 3D wormhole in your browser.

Mathematical details

In this simulation you see the curvature of an Ellis wormhole with a throat.

The metric used to trace all light rays is

d s 2 = d l 2 + ( k 2 + x 2 ) ( d θ 2 + s i n 2 θ   d φ 2 )

where

x = max ( 0 , | l | a )
k = the wormhole's interior's radius
a = half the throat's length.

Due to the spherical symmetry, instead of integrating the light rays in spherical coordinates, they are first projected onto a 2D plane through the origin and integrated in 2D space (using metric d s 2 = d l 2 + ( k 2 + x 2 ) d θ 2 ).

Credits

The skyboxes were made using Space Engine.