Oliver James, Eugénie von Tunzelmann, Paul Franklin y Kip S. Thorne (13 de febrero de 2015). «Gravitational Lensing by Spinning Black Holes in Astrophysics, and in the Movie Interstellar»(pdf). Arxiv(en inglés). Archivado desde el original el 21 de julio de 2018. Consultado el 25 de julio de 2018. «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.»
Oliver James, Eugénie von Tunzelmann, Paul Franklin y Kip S. Thorne (13 de febrero de 2015). «Gravitational Lensing by Spinning Black Holes in Astrophysics, and in the Movie Interstellar»(pdf). Arxiv(en inglés). Archivado desde el original el 21 de julio de 2018. Consultado el 25 de julio de 2018. «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.»