MIDKERNELRESEARCH LABOBSERVATORY 002BLACK HOLE / V2

LIGHT, BENT TO ITS LIMIT.

The other side
of darkness.

Following the light…

Preparing the GPU ray tracer.

WHAT IS BEING SIMULATED?

An exact geometry.
A simplified disk.

Each pixel follows a numerical null geodesic through Kerr spacetime—the geometry of an isolated, rotating, uncharged black hole. Spin changes both the light paths and the innermost stable prograde circular orbit (ISCO).

The first intersection with an opaque, infinitesimally thin equatorial disk emits the light you see. Circular orbital motion and gravity set the observed/emitted frequency ratio, g. Bolometric brightness is scaled by g⁴. Turning off frequency shifts sets g to one; it keeps the curved paths.

The emissivity profile, warm palette, stationary disk structure, exposure, and glow are illustrative choices. This is not a fluid simulation, a Novikov–Thorne spectrum, or a model of a specific observed black hole. No returning radiation, disk thickness, jets, magnetic fields, or evolving spacetime are included.

The observer is at infinity. Framing changes image-plane coverage, not observer distance. M here means GM/c²—half the Schwarzschild-radius unit used in v0. The disk ends at 25 M. Dragging changes inclination; the disk pattern is stationary in emission coordinates, not animated gas.

A bounded GPU integrator trades speed for detail. It cannot resolve infinitely thin higher-order images; unresolved rays stay dark. Balanced and Sharp change resolution and sample count, not the integration method. Rendering stops after refinement. HDR bloom is an optical display effect.

Equations, validation, and sources ↗
Numerical validation report ↗