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Gravitational lensing by spinning black holes in astrophysics, and in the movie Interstellar

机译:通过旋转天体物理学中的黑洞和电影《星际穿越》中的引力透镜

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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 Double Negative Gravitational Renderer (DNGR) to solve the equations for ray-bundle (light-beam) propagation through the curved space-time 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 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.
机译:星际穿越》是第一部尝试描绘黑洞的好莱坞电影,实际上它是附近某个人会看到的黑洞。为此,我们的Double Negative Visual Effects小组与物理学家Kip Thorne合作,开发了一个名为Double Negative Gravitational Renderer(DNGR)的代码,以解决射线束(光)在弯曲时空中传播的方程。旋转的(Kerr)黑洞,以渲染IMAX品质的快速变化的图像。我们的射线束技术对于实现IMAX品质的平滑度而不会闪烁至关重要。它们与物理学家的图像生成技术(通常依赖于单个光线而不是光束)不同,并且与电影行业CGI社区以前使用的技术不同。本文具有四个目的:(i)为物理学家和CGI从业者描述DNGR,他们可能会发现我们一些非常规的技术有趣且有用。 (ii)当相机在Kerr黑洞附近的任意位置以任意运动进行运动时,为了表示方程式,我们使用这些方程式将光源通过椭圆光束束映射到相机图像。 (iii)描述当照相机靠近旋转的黑洞时,而不是像几乎所有以前的研究中那样遥远时,从DNGR到重力透镜的新见解;我们专注于焦散和临界曲线的形状,大小和影响,恒星图像的创建和an灭,图案多幅图像以及几乎陷获的光线的影响,我们发现了与更熟悉的a情况相似的结果相机远离孔。 (iv)为了描述电影《星际穿越》中黑洞Gargantua及其吸积盘的图像是如何用DNGR生成的,尤其包括(a)由于多普勒和引力频率变化引起的颜色变化的影响,(b )由于频率偏移而引起的强度变化,(c)模拟的相机镜头光晕,以及(d)电影制片人就这些影响和Gargantua的旋转做出的决定,目的是使大众了解可理解的图像。在本文的吸积盘部分,没有新的天体物理学见解,但新手可能会从教学上发现它有趣,而电影迷们可能会发现它对星际的讨论很有趣。

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