About this simulation

Written by MySimulator Team · Reviewed by MySimulator Editorial Review

Last updated: 5 July 2026

This WebGL scene builds the classic Morris-Thorne embedding surface from its shape function r(ℓ) = √(b₀² + ℓ²) and z(ℓ) = b₀·asinh(ℓ/b₀), producing the famous two-funnel throat geometry connecting two separate universes. Two procedurally generated skies — a warm galaxy and a cool star cluster — are sampled through custom shaders that bend view rays toward the throat axis to approximate gravitational lensing, letting you see through the wormhole in three different modes: an external embedding diagram, a first-person fly-through, and a 2D cross-section plot.

🔬 What it shows

A traversable wormhole as described by the Morris-Thorne metric: a throat of radius b₀ that connects two asymptotically flat regions of spacetime, with light rays passing near the throat visibly bending — the same gravitational lensing effect that made this style of wormhole famous from the film Interstellar.

🎮 How to use

Drag the Throat radius b₀ slider to widen or narrow the throat, switch View mode between Embedding diagram, First-person fly-through, and Cross-section, use Swap 1↔2 to exchange which universe's sky appears on which side, toggle Pulse to animate a gentle radial bulge, and drag or scroll on the canvas to orbit and zoom (Reset camera restores the default view).

💡 Did you know?

Morris-Thorne wormholes require "exotic matter" with negative energy density to stay open and traversable — a theoretical requirement that has never been observed to exist in the quantities needed, which is why physicists still consider these throats speculative rather than physically confirmed.

Frequently asked questions

What does the throat radius b₀ represent?

b₀ is the minimum radius of the wormhole's neck — the narrowest point connecting the two universes — and it directly sets the throat's circumference (2π·b₀) as well as how sharply the embedding surface curves near the centre.

Why does the surface show two different skies?

Each side of the throat opens into a separate asymptotically flat region ("universe"), and this simulation renders a distinct procedural sky for each one, so light bending through the throat visibly reveals the other universe's starfield rather than your own.

What is the embedding diagram actually showing?

It's a standard general-relativity visualisation trick: plotting the shape function r(ℓ) = √(b₀² + ℓ²) as a literal 3D surface makes an otherwise abstract curved-spacetime geometry directly visible as a two-funnel shape, even though the real wormhole exists in 4D spacetime, not 3D space.

Are Morris-Thorne wormholes physically real?

They are a mathematically valid, exact solution to Einstein's field equations, but keeping the throat open and safely traversable requires exotic matter with negative energy density, which has never been shown to exist in the required amount — so they remain theoretical rather than observationally confirmed.

Why do light rays appear to bend near the throat?

This mimics gravitational lensing: as a light ray's closest approach to the throat axis shrinks toward b₀, spacetime curvature there deflects its path more and more, until rays passing within the throat radius are recomputed to emerge on the opposite universe's sheet entirely.