# 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:** ## 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](https://github.com/concept-collection/shtns-webgpu) — fp32 spherical harmonic transforms in WGSL compute shaders, modeled on [SHTNS](https://nschaeff.bitbucket.io/shtns/). Its source is vendored under [`src/sht/`](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](https://github.com/flatironinstitute/figpack)'s experimental extension package ([`src/render/`](src/render/)). - **Solver:** [`src/solver/simulation.ts`](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. ## Tests - `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=&lmax=` — 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).