Hm, not necessarily in this case... I guess you only know the pictures of the Interstellar black hole from that edge-on perspective, but if you'd see the point of view changing you would see there's some really weird sh*t going on. (In the Wired video about the effects is a very short scene of that.) That's very hard to recreate. Sure, you could come up with a very crude approximation that would at least look more or less similar from selected point of views, but move too much and it comes apart.Fair enough... point is: once measured, many times cut. All you need is a couple of models and some simple ways of varying them and there's your uncle Robert...
Because they are referring to a scientific paper by Kip Thorne and the VFX people that only came out a fews days before.these is all material that was released during the Interstellar release. Wonder why it took 4 months before io9 finally picked it up?
Well first off most light would just bend round and fall back in. It can still do this while going at the speed of light all the time. The only case you'd still have a problem is for a ray leaving a black hole directly away from the centre.i understand what your saying but do you understand me if light speed was the limiting speed then it couldnt fall into anything it would always escape ergo it falling in faster than it can escape which must be by definition faster than light
EDIT: Must read the rest of the thread before opening my mouth - sorry for the duplication!
The problem is not a the force - which would be an interchange of particles. Since no particle can go faster than light, gravity cannot be an interchange of particles with the photon (no graviton could ever catch up with it to interact with it).black holes prove that light speed cannot be limited because if light cannot escape it something must be pulling the photons of light in faster than they can escape ergo faster than light
At the moment, as far as I can tell they are merely rendered as spheres with an environment mapping from the background, and does not capture any "foreground" objects such as nearby stars - nor does looking through lensing effect have any effect on bending these around.
No, this isn't the case. A change in curvature propagates at c as well (at least as far as we know) - gravitational radiation for example. The Hulse-Taylor binary pulsar indicates this is the case to quite a good degree of precision.Spacetime curvature changes/expansion/contraction are allowed to happen faster than c (e.g. there are galaxies over our observability horizon which are 'travelling' away from us faster than c due to expnasion of space between us and them)
You're right, I didn't put it as precisely as I wanted: The first derivative of that can be faster than c (not the move of the swell out from the source but the change of the swelling (i.e. the expansion/contraction of space itself) at a point of measurement can be faster than c).No, this isn't the case. A change in curvature propagates at c as well (at least as far as we know) - gravitational radiation for example.
For a full recreation of the weird light-bending effects, that's certainly true. But if you just want to warp objects in the system just like the skybox is warped, you could do this by rendering to a texture. That's (most likely) the way other distortion effects in ED are already done (e.g. the heat effects when you look closely at other ships main thrusters, or the distortion when entering or leaving frameshift travel). In many other games, you can also find glass objects, that refract the objects behind them – also render to texture.Doing that right would effectively boil down to raytracing, a.k.a., "you and what render farm?" as was alluded to already. Even a close enough heuristic approach involving environment maps would require quite a few (technically I guess it'd be an infinite number of renders, at which point raytracing starts to look like a really attractive proposition!) of those maps to properly capture the quite non-affine projections taking place close to the body.
Modern 3D APIs are struggling with simple, affine, thin-lens refraction or even seemingly simple transformation effects like that good old quake underwater wobbly-screen. Advanced physics are very much out of the question and require smoke and mirrors![]()