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Comment by lupsasca

4 days ago

Hello! We are Dr. Roman Berens, Prof. Alex Lupsasca, and Trevor Gravely (PhD Candidate) and we are physicists working at Vanderbilt University. We are excited to share Black Hole Vision: https://apps.apple.com/us/app/black-hole-vision/id6737292448.

Black Hole Vision simulates the gravitational lensing effects of a black hole and applies these effects to the video feeds from an iPhone's cameras. The application implements the lensing equations derived from general relativity (see https://arxiv.org/abs/1910.12881 if you are interested in the details) to create a physically accurate effect.

The app can either put a black hole in front of the main camera to show your environment as lensed by a black hole, or it can be used in "selfie" mode with the black hole in front of the front-facing camera to show you a lensed version of yourself.

There are several additional options you can select when using the app. The first lensing option you can select is "Static black hole". In this mode, we simulate a non-rotating (Schwarzschild) black hole. There are two submodes that change the simulated field-of-view (FOV): "Realistic FOV" and "Full FOV". The realistic FOV mode takes into account the finite FOV of the iPhone cameras, leading to a multi-lobed dark patch in the center of the screen. This patch includes both the "black hole shadow" (light rays that end up falling into the black hole) and "blind spots" (directions that lie outside the FOV of both the front-and-rear-facing cameras). The full FOV mode acts as if the cameras have an infinite FOV such that they cover all angles. The result is a single, circular black hole shadow at the center of the screen.

Next, you can select the "Kerr black hole" mode, which adds rotation (spin) to the black hole. Additionally, you can augment the rotational speed of the black hole (its spin, labeled "a" and given as a percentage of the maximal spin).

  • In a nutshell, the app computes a map from texture coordinate to texture coordinate. This map is itself stored as a texture --- to obtain the value of the map on texture coordinates (x,y), one samples the texture at (x,y) and the resulting float4 contains the outputs (x',y') as well as a status code.

    When the user selects the "Static black hole" mode, this texture is computed on the GPU and cached. The "Kerr black hole" textures, however, have been precomputed in Mathematica, due to the need for double precision floating point math, which is not natively available in Apple's Metal shading language.

    The source code, including the Mathematica notebook, can be found here https://github.com/graveltr/BlackHoleVision.

    • We hope you enjoy watching the world with Black Hole Vision and welcome any questions or feedback. If you like the app, please share it with your friends!

      The code was written at Vanderbilt University by Trevor Gravely with input from Dr. Roman Berens and Prof. Alex Lupsasca. This project was supported by CAREER award PHY-2340457 and grant AST-2307888 from the National Science Foundation.

      License: This app includes a port of the GNU Scientific Library's (GSL) implementation of Jacobi elliptic functions and the elliptic integrals to Metal. It is licensed under the GNU General Public License v3.0 (GPL-3.0). You can view the full license and obtain a copy of the source code at: https://github.com/graveltr/BlackHoleVision.

      4 replies →

I’m confused by what I see.

It looks like nothing actually disappears. I expected a black hole to not just affect what an area looked like, but also to “disappear” some part of what was there.

  • I think that’s why this demonstration is interesting. It’s showing how the light can be bent around the black hole. Anything that crosses the event horizon won’t be coming back, but because of the lensing of the light you can “see” behind a black hole.

    • So if I’m understanding correctly, the black hole is supposed to be between me and what I’m looking at, not in what I’m looking at?

      If so, then my question is wouldn’t some light be lost to the black hole? Shouldn’t a substantial portion of the light coming at me from the other side of the black hole disappear into the black hole, making what does lens around dimmer?

      4 replies →

  • Because, for an external observer, time infinitely slows down near the event horizon. In other words, during one hour by the clock of the far-away observer, the time that passes by the clock of the falling observer approaches zero as he approaches the event horizon. So, when you look from the outside, objects get 'frozen' as they approach the event horizon. For the falling observer, nothing special happens at the event horizon, and he just falls through.

    If you happen to approach the event horizon closely and come back again far away to where you started, you will see that a lot of time passed at your origin, while by your clock, the trip might have been short.

As far as I can tell, the black hole's you're generating don't look especially correct in the preview: they should have a circular shadow like this https://i.imgur.com/zeShgrx.jpeg

  • What the black hole looks like depends on how you define your field of view. And if the black hole is spinning, then you don't expect a circular shadow at all. But in our app, if you pick the "Static black hole" (the non-rotating, Schwarzschild case) and select the "Full FOV" option, then you will see the circular shadow that you expect.