A luminous world around an absolute absence.
Every pixel follows a curved light path around a black hole. The bright arch is the far side of the accretion disk—hot orbiting matter—bent into view by gravity. The dark center is the black hole’s apparent shadow, not a solid sphere.
This is an art-directed concept model, not a scientific prediction. It numerically approximates light paths for a non-rotating black hole; disk turbulence, color, brightness, and camera effects are illustrative. A rotating disk does not imply a rotating black hole. The unit rₛ is the model’s event-horizon radius. Color-temperature values control the artistic palette, not a measured plasma temperature.
Native WebGPU drives the GPU. WGSL, its shader language, computes the light paths and images. Everything is procedural and contained in this file: no libraries, downloaded images, fonts, or network calls.
Native HDR display output preserves brighter-than-page-white light in a 16-bit floating-point canvas with extended tone mapping. Auto uses the browser’s display report and verifies the canvas configuration; it does not measure actual panel brightness. Use HDR – request to try the extended path when detection is inconclusive, or SDR to compare. A request cannot force an unsupported display to become HDR.
The HDR ceiling is a relative linear-light multiplier, not an absolute nit value. Display-P3 is used when reported and accepted, with a proper color conversion; otherwise extended sRGB is used. The four reference patches bypass the scene’s ceiling and camera effects. Actual contrast is controlled by the screen, OS and browser. Capture always exports a tone-mapped SDR PNG, without the check patches or interface; it does not export an HDR master.
Drag to look around. Scroll or pinch to change distance. Use Performance on slower devices, or pause and select Ultra for a detailed still. A WebGPU-capable browser and a secure context (HTTPS or localhost) are required.