Real-time orbital visual engine

Orbitarium

An overview of fractal particle systems, live orbital physics, shader materials, and WebGPU scenes running in real time.

Real-time orbital systems

1,000,000 Max particles
24 Orbital layers
30+ Material shaders
60fps Real-time rendering

Compute shaders handle orbital mechanics, gravity, culling, instancing, trails, and post-processing on the GPU. The page shows how those pieces fit together while the background runs as a live reference.

What the
engine covers

Runs entirely on your GPU via compute shaders. No CPU bottleneck. The entire simulation pipeline — orbital mechanics, gravity, collisions — executes in parallel on the GPU.

Simulate up to 1 million particles with real-time hierarchical orbital physics. Each body follows its parent through fractal orbit levels.

Every body orbits a parent. Parents orbit grandparents. 24 levels deep. The fractal multiplication creates complex, organic motion from simple rules.

Neon glow, metallic sheen, glass refraction, plasma fire — all GPU-rendered with customizable parameters for every orbit level.

N-body gravity, black holes, tidal forces — toggle on the fly. Every parameter updates in real time without interrupting the simulation.

Layer orbital hierarchies, materials, trails, particles, filters, and camera motion into one coherent visual system.

How the engine works

WebGPU Compute Pipeline

The simulation runs entirely in GPU compute shaders. Orbital mechanics, gravity calculations, and position updates happen in parallel across thousands of threads.

Fractal Hierarchy

Bodies are organized in a tree structure. Each orbit level multiplies — orbit 1 has N children of the core, orbit 2 has M children per orbit-1 body. This creates complex, organic structures from simple rules.

GPU Culling & Instancing

Frustum culling runs on the GPU. Only visible particles are rendered using instanced draw calls, keeping frame times consistent regardless of total body count.

100% GPU-driven simulation
24 Fractal orbit levels
22 Post-processing filters

From hierarchy to motion

01

Model

Orbital systems are built as parent-child hierarchies. Each level multiplies the structure while keeping motion tied to its parent.

02

Style

Materials, colors, trails, filters, and physics parameters define the visible character of each orbital scene.

03

Observe

The gallery and engine notes show how structure, shaders, particles, and camera motion combine into a finished scene.

FAQ

WebGPU is the next-generation graphics API for the web. It provides direct access to GPU compute and rendering capabilities, enabling Orbitarium to simulate millions of particles in real time.

Modern Chromium-based browsers provide the strongest WebGPU support. When WebGPU is unavailable, the landing page falls back to a static CSS background.

The page is an informational visual overview: a live WebGPU background, preset imagery, engine notes, and short explanations of the orbital system.

Yes. The site is meant as a public reference for the visual direction, engine concepts, and real-time orbital rendering approach.

Living visuals, made together

Orbitarium is a unique instrument for generative art: orbital motion, luminous particles, trails, and shaders become polished moving worlds. Have a question, an idea, or a project in mind? Write to us; we will be happy to answer and discuss a collaboration.

Exhibitions Installations Music visuals Brand worlds

For questions, concepts, and collaboration proposals:

Email: 1773771@gmail.com