Interstellar is the first Hollywood movie to attempt depicting a black hole as it would actually be seen by somebody nearby. For this, our team at Double Negative Visual Effects, in collaboration with physicist Kip Thorne, developed a code called DNGR (Double Negative Gravitational Renderer) to solve the equations for ray-bundle (light-beam) propagation through the curved spacetime of a spinning (Kerr) black hole, and to render IMAX-quality, rapidly changing images. Our ray-bundle techniques were crucial for achieving IMAX-quality smoothness without flickering; and they differ from physicists' image-generation techniques (which generally rely on individual light rays rather than ray bundles), and also differ from techniques previously used in the film industry's CGI community.This paper has four purposes: (i) To describe DNGR for physicists and CGI practitioners, who may find interesting and useful some of our unconventional techniques. (ii) To present the equations we use, when the camera is in arbitrary motion at an arbitrary location near a Kerr black hole, for mapping light sources to camera images via elliptical ray bundles. (iii) To describe new insights, from DNGR, into gravitational lensing when the camera is near the spinning black hole, rather than far away as in almost all prior studies; we focus on the shapes, sizes and influence of caustics and critical curves, the creation and annihilation of stellar images, the pattern of multiple images, and the influence of almost-trapped light rays, and we find similar results to the more familiar case of a camera far from the hole. (iv) To describe how the images of the black hole Gargantua and its accretion disk, in the movie Interstellar, were generated with DNGR-including, especially, the influences of (a) colour changes due to doppler and gravitational frequency shifts, (b) intensity changes due to the frequency shifts, (c) simulated camera lens flare, and (d) decisions that the film makers made about these influences and about the Gargantua's spin, with the goal of producing images understandable for a mass audience. There are no new astrophysical insights in this accretion-disk section of the paper, but disk novices may find it pedagogically interesting, and movie buffs may find its discussions of Interstellar interesting.
Christopher Nolan's science fiction movie Interstellar offers a variety of opportunities for students in elementary courses on general relativity theory. This paper describes such opportunities, including: (i) At the motivational level, the manner in which elementary relativity concepts underlie the wormhole visualizations seen in the movie; (ii) At the briefest computational level, instructive calculations with simple but intriguing wormhole metrics, including, e.g., constructing embedding diagrams for the three-parameter wormhole that was used by our visual effects team and Christopher Nolan in scoping out possible wormhole geometries for the movie; (iii) Combining the proper reference frame of a camera with solutions of the geodesic equation, to construct a lightray-tracing map backward in time from a camera's local sky to a wormhole's two celestial spheres; (iv) Implementing this map, for example, in Mathematica, Maple or Matlab, and using that implementation to construct images of what a camera sees when near or inside a wormhole; (v) With the student's implementation, exploring how the wormhole's three parameters influence what the camera sees-which is precisely how Christopher Nolan, using our implementation, chose the parameters for Interstellar's wormhole; (vi) Using the student's implementation, exploring the wormhole's Einstein ring and particularly the peculiar motions of star images near the ring, and exploring what it looks like to travel through a wormhole.
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