# 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).