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GD_xPRIMEray: Curved Ray Transport Engine for GRIN Fields

A research-grade ray propagation framework for Godot, combining gradient-index (GRIN) optics with symbolic + numerical ray integration.
Positioned as both a scientific research toolkit and an open-source GPU/CPU optical transport engine.


Overview

GD_xPRIMEray is a hybrid symbolic-numeric ray transport system built on Godot Engine. It augments Godot’s renderer with curved ray physics β€” enabling simulation of graded refractive media, advanced optical phenomena, and non-Euclidean propagation domains.

Rather than tracing straight rays through space, GD_xPRIMEray integrates rays through fields defined by continuous curvature functions, enabling higher-fidelity modeling of refractive and metric-driven transport.


Documentation Hub

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Physics and transport references

Current / revised specifications

Legacy baseline specifications

These are still useful for historical context and design evolution comparison.

Calibration roadmap patch logs

πŸ”¬ Research & Experimental Frameworks

Symmetric fixtures usually map cleanly to image-center analysis because the effective field center and image center remain aligned. Asymmetric fixtures should prefer field-relative analysis as the primary basis, while keeping image-center artifacts as companion diagnostics for screen-space interpretation.

Archive


Notes

  • The MkDocs configuration should set docs_dir: Docs so GitHub Actions builds from the correct capitalized folder.
  • The current navigation treats _1 spec files as the active revised versions, while the non-_1 files are retained as legacy baselines.
  • The current index.md intentionally avoids linking to non-existent assets like icon.webp or missing screenshot paths.