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313 points yunyu | 1 comments | | HN request time: 0.209s | source
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Y_Y ◴[] No.42185918[source]
This is not a simulation of a black hole, but rather an image filter that emulates one particular effect.
replies(2): >>42186041 #>>42186195 #
lupsasca ◴[] No.42186041[source]
Yes, agreed. We thought it would be fair to call it a "simulation" of what your surroundings would look like if a black hole were within your FOV, but as you say we do not take into account all effects (time delays in particular would require a lot of buffering and we decided this would be impractical to implement, and not that illuminating).
replies(2): >>42186144 #>>42186317 #
Y_Y ◴[] No.42186317[source]
You're right that the time delays and redshifting wouldn't add much to a toy app, but some of us are here for the physics.

Honestly it's not so far-fetched (to me) that in a few years someone will have GRRMHD simulations running in real time on a portable device.

Are you familiar with A Slower Speed of Light? It's a game which has some nice special-relativistic effects.

http://gamelab.mit.edu/games/a-slower-speed-of-light/

replies(2): >>42186362 #>>42191371 #
20k ◴[] No.42191371[source]
I've been able to port NR to GPU's which with sufficiently powerful hardware can run simulations at about ~30fps with raytracing, to simulate binary black hole collisions. You need something around a top end consumer gpu at the moment. Phone hardware needs a while to catch up, there's an absolute minimum memory requirement of ~8gb vram, and you need a lot more bandwidth than they currently support
replies(1): >>42193422 #
1. Y_Y ◴[] No.42193422[source]
Awesome! Is it published anywhere? All the stuff I'm familiar with is aimed at old-school clusters.