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Source distance 1.0
Ray density Medium
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Gravity Bends Light

Einstein’s general theory of relativity tells us that mass curves spacetime, and that light follows geodesics — the straightest possible paths through curved geometry. When light from a distant source passes near a massive object, it follows the curved spacetime and arrives at the observer from a different direction than it would without the lens. The deflection angle for a point mass is α = 4GM/(c²ξ), where ξ is the closest approach distance. This was first confirmed during the 1919 solar eclipse, when Arthur Eddington measured the bending of starlight around the Sun.

Einstein Rings

When the source, lens, and observer are perfectly aligned, the light is deflected symmetrically from all directions, forming a perfect ring around the lens — an Einstein ring. The radius of this ring depends on the mass of the lens and the distances involved. In practice, perfect alignment is rare, so most observed lensing produces arcs rather than complete rings. But when alignment is close, the arcs can extend most of the way around, producing some of the most beautiful images in astronomy.

Multiple Images and Magnification

A gravitational lens can produce multiple images of the same background source. For a simple point mass lens, a source that is not perfectly aligned produces exactly two images: one on each side of the lens. The image closer to the lens is demagnified and inverted; the image farther from the lens is magnified. The total magnification can be enormous — galaxy clusters have been observed to magnify background galaxies by factors of 10 to 50, revealing objects that would otherwise be far too faint to detect. This is nature’s telescope.

The Lens Equation

The simulation uses the thin lens approximation, where the deflection happens in a single plane. The lens equation relates the true source position β to the observed image position θ: β = θ - α(θ). For a point mass lens, this becomes a quadratic with two solutions — the two images. The Einstein radius θE is the special case where β = 0 and the image becomes a ring. This simulation ray-traces light backwards from a grid of observer pixels through the lens plane to determine where each ray originated in the source plane, then colors the pixel accordingly.