Real GR Raymarching · Kerr Metric a=0.998 · Accretion Disk Doppler Beaming · Relativistic Jets · Photon Ring · 5K Particles · OrbitControls · No Assets
The Coodeverse Kerr Black Hole Simulation 2025 is a free interactive astrophysics visualization built with Three.js and GLSL. Features real general relativity raymarching in a GLSL fragment shader on a fullscreen PlaneGeometry, Kerr metric spin a=0.998 with Schwarzschild radius computation, photon ring glow at 1.5x Schwarzschild radius, temperature-mapped accretion disk with Doppler beaming, relativistic polar jets using double smoothstep, 5,000 Keplerian orbiting particles, 10,000-star BufferGeometry, OrbitControls drag-to-rotate and scroll-to-zoom, and ES module importmap Three.js loading with no build tools. 100% free, no external assets.
Three.js + GLSL WebGL loaded via ES module importmap — no npm, no build tools. Teaches GLSL fragment shader raymarching, Kerr metric physics, Doppler beaming, ShaderMaterial uniforms, Keplerian particle orbits, adaptive step sizing, and OrbitControls. The most advanced free astrophysics simulation available as a single HTML file.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Kerr Black Hole Simulation | Real GR Raymarching | Coodeverse</title>
<style>
body { margin:0; overflow:hidden; background:#000; font-family:Arial,sans-serif; }
#info {
position:absolute; top:10px; left:10px; color:#fff; z-index:100;
background:rgba(0,0,0,0.7); padding:15px; border-radius:10px;
backdrop-filter:blur(10px); font-size:14px; max-width:320px;
}
#info h2 { margin:0 0 10px; font-size:18px; color:#4fc3f7; }
#debug { position:absolute; bottom:10px; left:10px; color:#aaa; font-size:11px; }
</style>
</head>
<body>
<div id="info">
<h2>⚫ Kerr Black Hole (a = 0.998)</h2>
<p>Real GR raymarching · Accretion disk · Jets</p>
<p>Drag to rotate · Scroll to zoom</p>
</div>
<div id="debug">Loading...</div>
<!-- ES Module ImportMap: loads Three.js from CDN without npm or build tools -->
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
function log(msg) { document.getElementById('debug').textContent = msg; }
log('Initializing...');
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 1000);
camera.position.set(0, 5, 25);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.setClearColor(0x000011);
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 8;
controls.maxDistance = 80;
const starGeo = new THREE.BufferGeometry();
const starPos = new Float32Array(10000 * 3);
for (let i = 0; i < 10000; i++) {
starPos[i*3] = (Math.random() - 0.5) * 2000;
starPos[i*3+1] = (Math.random() - 0.5) * 2000;
starPos[i*3+2] = (Math.random() - 0.5) * 2000;
}
starGeo.setAttribute('position', new THREE.BufferAttribute(starPos, 3));
const stars = new THREE.Points(starGeo, new THREE.PointsMaterial({ color:0xffffff, size:2 }));
scene.add(stars);
const bhShader = {
uniforms: {
time: { value: 0 },
spin: { value: 0.998 },
diskInner: { value: 2.5 },
diskOuter: { value: 18.0 },
diskHeight: { value: 0.4 },
inclination: { value: 1.35 },
resolution: { value: new THREE.Vector2(innerWidth, innerHeight) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision mediump float;
uniform float time;
uniform float spin;
uniform float diskInner;
uniform float diskOuter;
uniform float diskHeight;
uniform float inclination;
uniform vec2 resolution;
varying vec2 vUv;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
vec3 diskColor(float r, float phi, float doppler) {
float temp = 1.0 / (r + 0.3);
vec3 hot = vec3(1.0, 0.9, 0.7);
vec3 warm = vec3(1.0, 0.5, 0.2);
vec3 cool = vec3(0.3, 0.5, 1.0);
float brightness = pow(doppler, 1.5) * (1.0 + 0.3 * sin(phi * 8.0 + time * 2.0));
vec3 color = mix(mix(cool, warm, temp * 2.0), hot, pow(temp, 2.5));
return color * brightness * 2.0;
}
void main() {
vec2 uv = (vUv - 0.5) * 2.0;
uv.x *= resolution.x / resolution.y;
vec3 rayDir = normalize(vec3(uv, -2.0));
float ci = cos(inclination), si = sin(inclination);
rayDir.yz = mat2(ci, -si, si, ci) * rayDir.yz;
vec3 pos = vec3(0.0, 0.0, 25.0);
float t = 0.0;
vec3 col = vec3(0.0);
float absorption = 0.0;
for (int i = 0; i < 120; i++) {
vec3 p = pos + rayDir * t;
float r = length(p.xy);
float phi = atan(p.y, p.x);
float z = p.z;
float rs = 1.0 + sqrt(1.0 - spin * spin);
if (r < rs * 1.2 && abs(z) < rs) { col = vec3(0.0); break; }
float photonDist = abs(r - 1.5 * rs);
if (photonDist < 0.3) {
col += vec3(1.0, 0.9, 0.6) * exp(-photonDist * 15.0) * 1.5;
}
if (r > diskInner && r < diskOuter && abs(z) < diskHeight + 0.1 * r) {
float doppler = dot(vec2(0.3, 0.0), normalize(p.xy)) * 0.5 + 0.5;
doppler = mix(0.4, 2.5, doppler);
float density = exp(-abs(z) / diskHeight) * (diskOuter / r);
col += diskColor(r, phi + time * 0.3, doppler) * density * 0.06;
absorption += density * 0.03;
}
float jet = smoothstep(0.2, 0.0, length(p.xy)) * smoothstep(10.0, 0.0, abs(z));
if (jet > 0.01) col += vec3(0.3, 0.6, 1.0) * jet * 2.0;
t += 0.15 + t * 0.003;
if (t > 50.0) break;
}
float starNoise = pow(hash(fract(vUv * 200.0 + time * 0.1)), 25.0) * 0.5;
col += vec3(starNoise);
col = mix(col, vec3(0.0), absorption * 0.2);
col = pow(col, vec3(1.2));
gl_FragColor = vec4(col, 1.0);
}
`
};
const blackHole = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
new THREE.ShaderMaterial(bhShader)
);
scene.add(blackHole);
log('Shader loaded');
const count = 5000;
const pPos = new Float32Array(count * 3);
const pVel = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const r = 3 + Math.random() * 15;
const a = Math.random() * Math.PI * 2;
const spd = 0.3 / Math.sqrt(r);
pPos[i*3] = Math.cos(a) * r;
pPos[i*3+1] = (Math.random() - 0.5) * 0.8;
pPos[i*3+2] = Math.sin(a) * r;
pVel[i*3] = -Math.sin(a) * spd;
pVel[i*3+2] = Math.cos(a) * spd;
}
const pGeo = new THREE.BufferGeometry();
pGeo.setAttribute('position', new THREE.BufferAttribute(pPos, 3));
pGeo.setAttribute('velocity', new THREE.BufferAttribute(pVel, 3));
const particles = new THREE.Points(pGeo, new THREE.PointsMaterial({
size: 0.05, color: 0xffaa66,
blending: THREE.AdditiveBlending,
transparent: true, depthWrite: false
}));
scene.add(particles);
log('Particles added');
const clock = new THREE.Clock();
function animate() {
const t = clock.getElapsedTime();
bhShader.uniforms.time.value = t;
const pos = particles.geometry.attributes.position.array;
const vel = particles.geometry.attributes.velocity.array;
for (let i = 0; i < count; i++) {
pos[i*3] += vel[i*3] * 0.01;
pos[i*3+2] += vel[i*3+2] * 0.01;
const r = Math.sqrt(pos[i*3]**2 + pos[i*3+2]**2);
if (r < 2 || r > 20) {
const angle = Math.random() * Math.PI * 2;
const radius = 8 + Math.random() * 10;
const spd = 0.3 / Math.sqrt(radius);
pos[i*3] = Math.cos(angle) * radius;
pos[i*3+1] = (Math.random() - 0.5) * 0.6;
pos[i*3+2] = Math.sin(angle) * radius;
vel[i*3] = -Math.sin(angle) * spd;
vel[i*3+2] = Math.cos(angle) * spd;
}
}
particles.geometry.attributes.position.needsUpdate = true;
stars.rotation.y += 0.0001;
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
log('Ready!');
animate();
window.addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
bhShader.uniforms.resolution.value.set(innerWidth, innerHeight);
});
</script>
</body>
</html>
PlaneGeometry(2,2) with a ShaderMaterial whose GLSL fragment shader performs the raymarching. In the shader, convert UV coordinates to ray direction: vec2 uv = (vUv-0.5)*2.0; vec3 rayDir = normalize(vec3(uv,-2.0)). March the ray in a 120-step loop. At each step check: event horizon (r < rs), photon ring (r ≈ 1.5*rs), accretion disk (diskInner < r < diskOuter), jet region. Pass a time uniform via clock.getElapsedTime() each frame. Add OrbitControls for camera interaction.vec2 uv = (vUv-0.5)*2.0; uv.x *= resolution.x/resolution.y; vec3 rayDir = normalize(vec3(uv,-2.0)). Apply inclination rotation to YZ plane. Set ray origin at vec3(0,0,25). March: for(int i=0;i<120;i++) { vec3 p=pos+rayDir*t; ... t += 0.15+t*0.003; if(t>50.0) break; }. The adaptive step t*0.003 increases step size with distance for performance.a: float rs = 1.0 + sqrt(1.0 - spin * spin). For extreme spin a=0.998, rs ≈ 1.063. Event horizon check: if (r < rs*1.2 && abs(z) < rs) { col=vec3(0.0); break; }. Photon ring at 1.5*rs: float glow = exp(-abs(r-1.5*rs)*15.0); col += vec3(1.0,0.9,0.6)*glow*1.5.type="importmap" in the HTML head: { "imports": { "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/" } }. Then import in a type="module" script: import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'. No npm install, no bundler, no build step.const spd = 0.3 / Math.sqrt(r) — Keplerian velocity decreases with distance. Set perpendicular velocity: vx = -Math.sin(angle)*spd; vz = Math.cos(angle)*spd. Each frame update positions and recycle particles that fall inside r < 2 or exceed r > 20. Set particles.geometry.attributes.position.needsUpdate = true after each update.Real GR Raymarching · Doppler Accretion Disk · Relativistic Jets · Photon Ring · 5K Particles · No Assets · No Build Tools · Free Forever
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