/ concept-collection / turing-sphere-2
Sign in
concept-collection / turing-sphere-2
turing-sphere-2
Go to fileHistoryFork
.githubAdd a desktop WebGPU benchmark and show its command in the app
scriptsAdd a desktop WebGPU benchmark and show its command in the app
srcAdd a desktop WebGPU benchmark and show its command in the app
testAdd soak, live-check and solver-only soak tooling
.gitignoreturing-sphere: reaction-diffusion on the sphere, spectral solver on WebGPU
index.htmlAdd a desktop WebGPU benchmark and show its command in the app
package-lock.jsonAdd a desktop WebGPU benchmark and show its command in the app
package.jsonAdd a desktop WebGPU benchmark and show its command in the app
README.mdAdd a desktop WebGPU benchmark and show its command in the app
test.htmlturing-sphere: reaction-diffusion on the sphere, spectral solver on WebGPU
tsconfig.jsonturing-sphere: reaction-diffusion on the sphere, spectral solver on WebGPU
vite.config.tsturing-sphere: reaction-diffusion on the sphere, spectral solver on WebGPU

turing-sphere#

Reaction–diffusion systems (Turing patterns) solved live in the browser on the surface of a sphere, using a spectral spherical-harmonic method with the transforms running on the GPU via WebGPU.

Live demo: https://concept-collection.github.io/turing-sphere/

What it does#

It solves the N-species system

d(u_k)/dt = D_k*lap_s(u_k) + f_k(t, x, y, z, u_1, ..., u_N),    k = 1, ..., N

on the unit sphere, where lap_s is the Laplace–Beltrami operator. Diffusion is treated implicitly in spherical-harmonic coefficient space, where lap_s is diagonal with eigenvalues -l(l+1); reaction is treated explicitly on the grid. The two are combined with a first-order IMEX Euler step — the entire time loop is

V_k  = synth(U_k)                          # spectral -> grid
R_k  = analys(f_k(t, x, y, z, V_1..V_N))   # reaction on grid -> spectral
U_k  = (U_k + dt*R_k) / (1 + dt*D_k*l(l+1))

You watch the patterns emerge in real time on orbitable 3D spheres (one per species, cameras synced), with pause/resume, re-seeding, live parameter editing, and colormap selection.

Three presets are included:

  • Schnakenberg — Turing spots (unstable band 14 ≤ l ≤ 40, peak l = 24)
  • Brusselator — stripes and spots from a stiffer reaction
  • Allen–Cahn — a single species whose interfaces form and coarsen

Provenance#

This is the browser port of a MATLAB reference implementation (SphericalReactionDiffusion.m, "websph"), which defines the solver through a four-member porting boundary: coeffs2vals, vals2coeffs, grid.lat, grid.lon. Profiling of the MATLAB version shows the transforms are ~96% of compute, so this port swaps in:

  • Transforms: shtns-webgpu — fp32 spherical harmonic transforms in WGSL compute shaders, modeled on SHTNS. Its source is vendored under src/sht/ (CECILL-2.1), including the f64 CPU reference transform used for testing and as a no-WebGPU fallback.
  • Rendering: three.js spheres with per-vertex colormaps, adapted from the SphereEmbedding view in figpack's experimental extension package (src/render/).
  • Solver: src/solver/simulation.ts, a direct TypeScript port of the MATLAB IMEX loop, in f64 on the coefficients with the transforms in fp32 on the GPU.

Numerics#

  • Grid: Gauss–Legendre × equispaced-phi, dealiased for the cubic reactions with the (pdeg+1) rule from the reference implementation: nlat ≥ ((pdeg+1)·lmax+1)/2, nphi ≥ (pdeg+1)·lmax+1 (rounded up to a power of two for the GPU FFT path). At the default lmax 63 that is a 128×256 grid.
  • Spectral layout: SHTNS conventions — orthonormal + Condon–Shortley, complex coefficients for m ≥ 0, m-major ordering.
  • fp32 transforms introduce ~1e-6 relative error per step (verified against the f64 CPU path); for pattern formation from 1e-2 seeded noise this is inconsequential.

Desktop vs browser#

How much does running this in a browser cost? scripts/bench.ts answers that by running the same code — same Simulation, same WGSL transforms, same parameters — from Node on desktop WebGPU (Google Dawn), and the app prints the command line that reproduces whatever it is currently simulating:

node scripts/bench.ts --preset schnak-spots --lmax 63 --backend webgpu --steps 2000 \
  --seed 1 --a 0.1 --b 0.9 --D1 0.0004 --D2 0.008 --dt 0.05

Copy it from under the stats line, run it, and compare the ms/step it reports with the app's. Both sides go through the one shared src/bench/runSpec.ts — the app formats a run into that command, the benchmark parses it back — so there is no second copy of the defaults for the two runs to drift apart on. Node runs the TypeScript sources directly, so src/ is literally the same code in both places, down to the device request in requestShtDevice() (Dawn is installed under navigator.gpu and the WebGPU globals, and the rest runs unchanged).

Desktop WebGPU comes from the optional webgpu package (prebuilt Dawn, ~70 MB). A plain npm install picks it up; npm install --omit=optional skips it and leaves --backend cpu working. Other flags: --steps, --warmup, --json, --help; DAWN_FLAGS='backend=vulkan' (;-separated) passes Dawn options through, e.g. to pick a backend or compare against Dawn's own software adapter.

What the comparison does and does not control for:

  • the benchmark is solver only; the app's ms/step excludes draw() but is still measured on a page that renders two spheres between steps. For a browser number with no rendering at all, open test.html?soak=2000&lmax=63.
  • each step is four transforms, each ending in a buffer readback, so both sides are dominated by submit-and-map latency rather than arithmetic — this measures a driver round-trip more than it measures a GPU.
  • the browser adds its own GPU-process boundary and, for a page that is not cross-origin isolated, coarser timers.

Tests#

  • npm run bench -- --help — the desktop benchmark above (see Desktop vs browser).
  • npm run test:node — f64 solver correctness in Node: exact single-mode linear recurrence, exact uniform-state reaction ODE, and the linearized Turing-mode 2×2 IMEX recurrence (all at ~1e-12).
  • npm run test:gpu — builds and drives headless Chrome: GPU-vs-CPU transform and solver cross-checks, plus a 100-step stability run.
  • node scripts/longrun-node.ts — CPU run to t = 100 confirming pattern saturation.
  • node scripts/soak.mjs [steps] [lmax] [backend] — drive the demo for many steps, sampling JS heap and catching crashes. A 900-step run at lmax 63 on software WebGPU (SwiftShader) completes with a flat ~4 MB heap.
  • node scripts/screenshot.mjs out.png [light|dark] [minSteps] — screenshot the demo after a number of steps.
  • node scripts/check-live.mjs [url] — smoke-check a deployed URL in a real browser: load, press Run, confirm the solver advances.
  • test.html?soak=<steps>&lmax=<n> — solver-only soak with no rendering.

A note on canvas resizing#

Early long runs killed the browser after ~700–800 steps. The cause was the colorbar's min/max labels changing width as their digit count changed, which reflowed the panel, fired the ResizeObserver, and called renderer.setSize() — reallocating the WebGL drawing buffer. Assigning canvas.width also blanks the canvas even when the value is unchanged, so the same bug caused visible flicker. Fixed by giving the colorbar column a fixed width and making SphereScene.resize() return early on no-op resizes.

Development#

npm install
npm run dev       # local dev server
npm run build     # type-check + production build to dist/

Deployed to GitHub Pages by .github/workflows/deploy.yml on push to main.

License#

CECILL-2.1 (inherited from SHTNS via shtns-webgpu, whose sources are vendored).

moveopenescclose