Relativistic raytracing - h1m3 - Obsidian Publish
-  This is a slightly polished version the article that I previously published in Russian [here](https://habr.com/ru/articles/732926/).
- In this article, I'll show you how to render a physically accurate black hole, in full compliance with General Relativity.
- In order to do that, we'll derive motion equations for light rays, implement Runge-Kutta integrator in GLSL, and finally combine the two into a fragment shader that traces the light rays emitted from the camera into the past.
Unverified
-  This is a slightly polished version the article that I previously published in Russian [here](https://habr.com/ru/articles/732926/).
- In this article, I'll show you how to render a physically accurate black hole, in full compliance with General Relativity.
- In order to do that, we'll derive motion equations for light rays, implement Runge-Kutta integrator in GLSL, and finally combine the two into a fragment shader that traces the light rays emitted from the camera into the past.
Sources: Obsidian