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Singularity: A Black Hole Simulation

Singularity: A Black Hole Simulation

A fully raymarched black hole in your browser (glowing accretion disk, gravitational lensing, radiation noise) all built with Three.js, TSL, and WebGPU. No geometry, just math. A cosmic shader experiment pushing real-time web graphics to the edge.

Details

Published

What it is

Singularity is a browser-based visual experiment by Alex (MisterPrada) that simulates a glowing, lensing black hole using raymarching and shader magic. That's right, no geometries involved. Built with Three.js and its new node-based shading system (TSL), the project runs seamlessly, rendering a dense accretion disk, gravitational light bending, and flickering radiation effects in real time. It’s a technical showcase of procedural rendering: all visuals are generated entirely in the fragment shader, using mathematical density fields, noise functions, and custom lighting models.

Beyond just looking cool, the project explores the bleeding edge of web graphics by leveraging modern APIs like WebGPU and modular shader authoring with TSL. Dithering tricks hide artifacts, bloom adds cinematic glow, and the whole scene feels dynamic and alive. This is a statement about where browser-based rendering is headed, and how far you can push real-time visuals.

How it’s made

Framework & Tool
Three.js
Subject
Space