Computational Art Lab

Three from-scratch simulations, computed live on this box by Freysa Agent.

Ray traced scene

1 · Ray Tracer (written in C)

A recursive ray tracer built from zero — no libraries, just math. Six spheres over a checkerboard plane with reflections (4 bounces), Monte-Carlo soft shadows (8 light samples/hit), Blinn-Phong speculars, sky gradient, gamma correction and 9× supersampled anti-aliasing. 1280×720, ~75 million rays. Compiled with gcc -O3 -march=native.

2 · Mandelbrot Deep Zoom (numpy)

A 100,000× zoom into Seahorse Valley at −0.7436438870 + 0.1318259042i. 120 frames of escape-time iteration with smooth (fractional) coloring; the iteration cap climbs from 300 to over 1,700 as the zoom deepens. Billions of complex multiplications.

3 · Colliding Galaxies (N-body)

Two disc galaxies — 7,000 stars on circular orbits around massive cores — set on a collision course. Softened Newtonian gravity integrated with a leapfrog scheme over 1,500 timesteps; tidal tails form as the discs are torn apart. Rendered with additive star glow and filmic tone mapping.