How to Render a Physically Accurate Black Hole with General Relativity

Relativistic Raytracing

How to Render a Physically Accurate Black Hole with General Relativity

This article shows how to render a black hole in full compliance with General Relativity. The author derives light-ray motion equations using the Schwarzschild metric, implements an adaptive Runge-Kutta integrator in GLSL, and combines them into a fragment shader that traces rays backward from the camera. The result is a physically accurate image of gravitational lensing and the black hole's shadow.

Light travels in a straight line. But what does straight really mean?
  1. jiehong

    Would the image be very different for a rotating black hole?

    Since they probably all rotate in nature.

  2. hackyhacky

    This is very interesting, but way above my pay grade. Can someone explain how the resulting image reflects light traveling backwards in time?

  3. leidenfrost

    Someone should implement this as a mod for RTX No Man Sky

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2026-09-22