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Comment by csmoak

16 hours ago

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?

Yeah the doppler in this picture is all wrong unfortunately, the underlying equation used isn't right here (they mixed up spectral radiance and radiant flux). The rendering is also done without taking into account sRGB, and its run through a function that messes with the brightness - so the brightness is really incorrect. Plus all the colours are wrong (it uses an amhot colouring function, they aren't based on anything), and the extinction and emissivity isn't correct either, and the camera basis is also set up wrong so it also has the wrong perspective too. Other than that its all good

  • Colormap/colorscale is generally considered an arbitrary choice in scientific plots or visualizations. Linear mapping of simulated emission brightness -> screen brightness could be a reasonable alternative mode, I agree – but it's weird to say that colormap choice makes it not accurate.

    • What exactly is physically accurate here though? Because its not:

      1. The relative brightness of different parts of the image

      2. The colouring

      3. The general relativistic effects of a black hole, other than the most basic disk warping effect

      4. The relative colouring or brightness change from doppler

      When you make a post about a physically accurate rendering, people usually expect it to be a decent representation of the underlying object in *some* capacity

      There are of course constraints in terms of what the human eye can see and what we can portray - eg wanting to present alternative radio frequencies, highlighting different aspects of a black hole etc, which is why we make *specific* brightness and colouring map choices. That isn't a justification for making *arbitrary* choices in brightness and colouring map choices, because otherwise you could do sin(brightness * 1000) and call it physically accurate. In fact any output is an arbitrary colourmapping of a physically accurate black hole rasterisation under this definition, including a pure white square

      Colour mapping and scale absolutely is very very much not an arbitrary choice, I linked elsewhere the event horizon telescope talking about this specific issue. People go to great lengths to put the work in to make physically accurate renderings, to convey accurately what you're looking at. I'm surprised to see you say that its considered arbitrary for renderings

      There's a lot of room for doing visualisations to show off a specific element of a black hole, but the output here is near completely free of any physically accurate content. This is one of the more basic simulations I've seen - and that's before getting into the fact that it contains coding errors

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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. Hope it explains the visual effect!

Kerr vs Schwarzschild (static vs rotating black holes) is a much smaller effect visually – that's why it is so hard for us to measure black hole spins (= how fast they are rotating) observationally, even with the Event Horizon Telescope.

  • 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.

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