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Show HN: Physically accurate black hole you can put in your room

blackhole.plav.in

31–40 of 204 posts

Re: Show HN: Physically accurate black hole you can put in your room

#31
post #29
post #15

Please correct me if I'm wrong, but it feels like the leading edge of the accretion disk (coming towards the viewer) should be significantly brighter than it is shown here, and the trailing edge (going away from) should be significantly dimmer? Or could the brightness shown be a result of it being Kerr vs Schwarzschild?

One side of the accretion disk is indeed brighter than the other – in the default view in the app, the bottom part is brighter. The effect appears quite clearly visible to me, although the exact contrast depends on the colorscale mapping. Here, I tried to find a colorscale that works well for both the disk and the jet, which naturally means the leading/trailing edge contrast can be less than in the linear mapping. Ho…

I think the contrast between the two sides is typically greater with an optically thick disk, and it looks like you are rendering an optically thin disk. I think that's the main difference from what I was expecting when I saw it.

Very cool demo! Thanks for sharing!

(For reference, my experience rendering black holes is recreating Luminet's rendering from the late 70s: https://www.ioccc.org/2025/cesmoak/index.html )

Re: Show HN: Physically accurate black hole you can put in your room

#32
post #14

I remember like 10 years ago when Occulus first came out there was that space simulation demo where you could go around the solar system in VR. You could also "fast travel" by zooming in towards a planet, moon, blackhole. Yeah, that was the day I learned I have a deep, crippling phobia of large objects. And Melanoheliophobia, which is fear of black holes. The only other time I've felt that way was snorkeling once nea…

> Melanoheliophobia

Tangential, but this being a nearly word-for-word translation of “black hole fear” made me realize how odd it is that we insist on latinizing these things.

Re: Show HN: Physically accurate black hole you can put in your room

#33
post #31
post #29

Earlier quoted context omitted.

One side of the accretion disk is indeed brighter than the other – in the default view in the app, the bottom part is brighter. The effect appears quite clearly visible to me, although the exact contrast depends on the colorscale mapping. Here, I tried to find a colorscale that works well for both the disk and the jet, which naturally means the leading/trailing edge contrast can be less than in the linear mapping. Ho…

I think the contrast between the two sides is typically greater with an optically thick disk, and it looks like you are rendering an optically thin disk. I think that's the main difference from what I was expecting when I saw it. Very cool demo! Thanks for sharing! (For reference, my experience rendering black holes is recreating Luminet's rendering from the late 70s: https://www.ioccc.org/2025/cesmoak/index.html )

True, the disk is rendered optically (and geometrically) thin. This is done so that real-time performance is attained on devices like phones – volumetric GR rendering would be significantly more expensive. The jet (zoom out to see it) is rendered with full volumetric effects, because it's just special relativity there.

Fortran punchcard style to render black holes?! That's really going full circle to the origins, I really enjoyed reading about Luminet's work some time ago.

Re: Show HN: Physically accurate black hole you can put in your room

#34
If anyone's interested in the accuracy, this is very 'visualisation grade' software. Its a bit of a pet peeve of mine that people present these sims as being very physically accurate, when they contain major inaccuracies, some of which are very obvious and/or deliberate. This one has some serious physical limitations

I wouldn't mind at all if it didn't say that this was a *physically accurate* black hole specifically, but this now falls under misleading science communication in a way that often gets hand waved away as if it doesn't matter, so we've got to clear some things up!

1. The accretion disk shouldn't be red, people just expect it because it looks cool. Black hole accretion disks are near universally hot enough to be blue. Interstellar did this too, and tried to handwave it away very unconvincingly

2. This is a non/low (?) spin black hole, which isn't super duper realistic

3. It ignores the position of the camera (which affects the lorentz shifting)

4. The doppler shifting isn't terribly accurate

5. It doesn't model the accretion disk temperature distribution or colour with any kind of accuracy. Usually you model accretion disks as a blackbody radiator, shift it by the doppler, and to display this convolve this against the human eye response (LMS), go to XYZ, then RGB, do a physical tonemapping step, before an sRGB conversion. This instead does none of that - no step of this is done with any physical accuracy. Its not even illustratively correct as we'll get into

6. The actual radiative transfer is very simplified compared to what you'd use for realsies, and isn't based on any real numbers, with very simplified equations. The opacity and emissivity of the disk is arbitrary, as is the size, and it does not correctly incorporate brightness or extinction, eg here https://github.com/aplavin/blackhole.plav.in/blob/2f004bfeca... is super simplified

7. The wrong equation is used for the doppler calculation. They use the I^3 variant, whereas the data you get out of a disk sample is *radiant flux* which is actually F_obs = F_emit / (z+1)^4. This is a very common mistake in image processing, which means that the doppler shift and observer brightness isn't correct. Surface brightness over here https://github.com/aplavin/blackhole.plav.in/blob/2f004bfeca... is *not* a spectral radiance but instead a radiant flux

Stuff like the brightness -> colouring conversion is particularly inaccurate. Eg if you check out the source:

https://github.com/aplavin/blackhole.plav.in/blob/2f004bfeca...

It maps the pseudo brightness completely arbitrarily to colour. The resulting colour/brightness here then doesn't correspond to anything remotely physical. It also performs a *linear* mapping of a linear quantity (brightness) to sRGB (which is a nonlinear process!!), which means that it doesn't even retain any of the underlying physical characteristics of the brightness simulation, which itself is quite inaccurate. Its vibes all the way down

This is all fine if you're doing visualisation, but this isn't an accurate simulation. I wish this was just called a visualisation of a black hole, but its being communicated as if this is super hard science with credentials and all

Re: Show HN: Physically accurate black hole you can put in your room

#35
post #14

I remember like 10 years ago when Occulus first came out there was that space simulation demo where you could go around the solar system in VR. You could also "fast travel" by zooming in towards a planet, moon, blackhole. Yeah, that was the day I learned I have a deep, crippling phobia of large objects. And Melanoheliophobia, which is fear of black holes. The only other time I've felt that way was snorkeling once nea…

I did a 'swim with sharks' thing at Sea World (or whatever the Queensland equivalent is) with a few human-safe species of sharks, a few rays, and a selection of other fish. One of the other fish was, as far as I recall, some kind of giant grouper which, as far as my memory tells me, was huge, unmoving, and had it's mouth open the whole time, and it's mouth hole would have been big enough to put my entire head inside…

It's Sea World in Queensland, but confusingly I think the company is unrelated to the American Sea World, iirc they bought a license to the name back when it was probably a lot more positive than it is now.

EDIT: Apparently not licensed, just completely unrelated.

Re: Show HN: Physically accurate black hole you can put in your room

#36
post #33
post #31

Earlier quoted context omitted.

I think the contrast between the two sides is typically greater with an optically thick disk, and it looks like you are rendering an optically thin disk. I think that's the main difference from what I was expecting when I saw it. Very cool demo! Thanks for sharing! (For reference, my experience rendering black holes is recreating Luminet's rendering from the late 70s: https://www.ioccc.org/2025/cesmoak/index.html )

True, the disk is rendered optically (and geometrically) thin. This is done so that real-time performance is attained on devices like phones – volumetric GR rendering would be significantly more expensive. The jet (zoom out to see it) is rendered with full volumetric effects, because it's just special relativity there. Fortran punchcard style to render black holes?! That's really going full circle to the origins, I r…

Oh nice, I had not zoomed out enough. I don't think I've seen the relativistic jets rendered before. The AR mode looks great on my phone.

Yep, I had fun learning a lot about punchcards, Fortran, and the math behind black holes. I suspect I'm doing something similar to you in my Fortran implementation, raymarching along the null geodesic to come up with my final image: https://imgur.com/a/czysDls

Also, I have to point out the "going full circle" pun, intended or not.

Re: Show HN: Physically accurate black hole you can put in your room

#37
post #34

If anyone's interested in the accuracy, this is very 'visualisation grade' software. Its a bit of a pet peeve of mine that people present these sims as being very physically accurate, when they contain major inaccuracies, some of which are very obvious and/or deliberate. This one has some serious physical limitations I wouldn't mind at all if it didn't say that this was a *physically accurate* black hole specifically…

Some are fair – of course this is a simplified visualization! Observationally, we don't really know how fast a given black hole is rotating, and here I indeed assumed a non-rotating one. It's not an inaccuracy per se, more like a missing feature. The camera mode has a (half-hidden) toggle to enable Kerr metric and set spin, but even there it's not a default.

I consider the colormap choice to be completely arbitrary though, without affecting accuracy. Basically, it represents intensity at a given frequency, the image like one would get from a telescope. It wasn't intended as a faithful optical color representation! And really, in my (admittedly biased) view of a radio astronomer, I tend to assume frequencies invisible to the human eye anyway.

Re: Show HN: Physically accurate black hole you can put in your room

#38
post #36
post #33

Earlier quoted context omitted.

True, the disk is rendered optically (and geometrically) thin. This is done so that real-time performance is attained on devices like phones – volumetric GR rendering would be significantly more expensive. The jet (zoom out to see it) is rendered with full volumetric effects, because it's just special relativity there. Fortran punchcard style to render black holes?! That's really going full circle to the origins, I r…

Oh nice, I had not zoomed out enough. I don't think I've seen the relativistic jets rendered before. The AR mode looks great on my phone. Yep, I had fun learning a lot about punchcards, Fortran, and the math behind black holes. I suspect I'm doing something similar to you in my Fortran implementation, raymarching along the null geodesic to come up with my final image: https://imgur.com/a/czysDls Also, I have to point…

Actually, the jet was the first part of the app – I wanted to just see and "feel" relativistic beaming in practice, in physical space. And it was fun and instructive indeed! Really puts into perspective how tight is the jet vs line-of-sight alignment for those bright jets we see across the universe. And how beaming is the dominant effect that determines the jet/quasar appearance.

Re: Show HN: Physically accurate black hole you can put in your room

#40
post #14

I remember like 10 years ago when Occulus first came out there was that space simulation demo where you could go around the solar system in VR. You could also "fast travel" by zooming in towards a planet, moon, blackhole. Yeah, that was the day I learned I have a deep, crippling phobia of large objects. And Melanoheliophobia, which is fear of black holes. The only other time I've felt that way was snorkeling once nea…

Sorry but a word for fear of black holes is ridiculous. Black holes are scary period. Anyone not feeling a deep sense of fear during that VR experience is missing something.
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