The Star Engine  ·  WebGL2  ·  v3.5

STEN
“The Star Engine”

STEN (Stellar Texture & Environment Navigator) is a real-time WebGL2 stellar renderer with GLSL shaders for every class of cosmic object, from convective G-dwarf surfaces to supermassive black hole geodesic raymarching. Powering TheStarDB and available for licensing and embed.

Open STEN Explorer Contact for Licensing
Live Demo

STEN in Your Browser

STEN renders every object with custom GLSL shaders, no pre-rendered assets. Interact live below.

STEN v3.5  ·  Live Embed
Capabilities

What STEN Renders

Nine distinct shader pipelines, each physically motivated. No look-up textures, every effect is computed live in GLSL ES 300.

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Main Sequence Stars
Voronoi convection cells, limb darkening, spectral color from CI index, animated granulation, coronal bloom.
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Red Supergiants
Large-scale convection, chromatic fringe, deep orange-red photospheric texture with turbulent surface.
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White Dwarfs
Dense blue-white surface, muted glow, high-frequency granulation, cooling color gradient.
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Pulsars & Magnetars
Rotating neutron star with polar emission jets, magnetic field axis tilt, lighthouse beam sweep.
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Stellar Black Holes
Geodesic raymarching for photon sphere, relativistic accretion disk with Doppler shift and frame drag.
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Supermassive BH
Full Schwarzschild metric, photon ring, relativistic jets, extended disk with temperature gradient.
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Ambient Audio
Web Audio API fire sound volume-mapped to zoom level and object type. 11-track ambient music player.
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Fullscreen + Gamepad
Fullscreen API with F shortcut. Full XInput/DirectInput gamepad support, orbit, zoom, select, back.
Catalog

Supported Object Types

Object ClassShaderCount in DBStatus
G-Class Stars
Granulation + limb darkening~40,000Live
O/B-Class Giants
Blue-white hot corona~12,000Live
M-Class Dwarfs
Cool red photosphere~45,000Live
Red Supergiants
Turbulent convection2,111Live
White Dwarfs
Dense surface + muted glow~1,200Live
Pulsars
Rotating jets + beam2,536Live
Magnetars
High-B neutron star34Live
Stellar Black Holes
Geodesic raymarcher124Live
Supermassive BH
Schwarzschild + jets25Live
Exoplanets
Atmospheric scatter5,500+Live
Binary Systems
Dual-body orbit~155KLive
Variable Stars
GCVS + Gaia DR3 classifier9.7MLive
Quasars
Gaia CRF3 + SDSS DR165.7MLive
Deep Sky Objects
HyperLeda + SIMBAD997KLive
X-ray Sources
4XMM-DR13 serendipitous359KLive
Binary Systems
Washington Double Star Catalog194KLive
What STEN Is

STEN is a Stellar Object Renderer. Not a Simulation.

There are many apps and products on the market that showcase the Stars…but we want to be clear about what TheStarDB is, and what STEN can do. Currently available apps like Stellarium and Sky Safari show you where stars are in the sky tonight. These, unlike what STEN renders, which are full Stellar Class Objects (SCO), are just points of light on perhaps a star field background. Functional for a time, but we felt it was time to do better. Universe Sandbox is also a great simulation application, and it lets you play around with colliding planets and watching gravity do its work, but Universe Sandbox lacks the portability and simplicity of STEN. These tools and applications, while specialized, serve a specific focus.

Open Science

The Science. The Math. The Methods.

TheStarDB derives physical properties at catalog scale rather than leaving them blank. Every derivation uses documented, reproducible methods. The chains below are stated precisely so the results are verifiable.

Chain I · Stars · Foundation
Parallax → Distance → Absolute Magnitude
dpc = 1000 / π(mas)   ← Gaia DR3 parallax inverted to parsecs
μ = 5 · log10(dpc) − 5   ← distance modulus
MV = mV − μ   ← absolute magnitude; feeds Chain II

Gaia DR3 provides parallax for 1.46 billion sources. Inverting the parallax gives the photometric distance; the distance modulus then converts apparent magnitude to absolute magnitude. Every luminosity and radius derivation in the catalog depends on this step. Sources with parallax signal-to-noise below 5 use estimated distances and are flagged accordingly.

Chain II · Stars · 16.1M objects
BP−RP Color Index → Effective Temperature
Teff = f(BP−RP)   ← calibrated polynomial from Casagrande et al. literature

The Gaia BP-RP color index is the log flux ratio of the blue and red passbands. A polynomial calibration from the referred literature maps this color to effective temperature for main-sequence and giant stars, covering objects with no observed spectrum. Every temperature derived this way is labeled PHOTOMETRIC; those from observed spectra are labeled SPECTROSCOPIC.

Chain III · Stars · Radius derivation
Temperature + Luminosity → Stellar Radius
L = L☉ × 100.4 × (M☉ − MV)   ← M☉ = 4.74 (solar absolute magnitude)
R = R☉ × (L/L☉)½ × (T☉/Teff)2   ← Stefan-Boltzmann: L = 4πσR²T4

Absolute magnitude from Gaia parallax gives luminosity relative to the Sun via the magnitude-luminosity relation. The Stefan-Boltzmann law then yields the stellar radius. No new physics: standard stellar astrophysics applied across 16.1 million objects. The incumbents had the same source data. They did not do this work at catalog scale.

Chain IV · Stars · Spectral classification
Effective Temperature → Spectral Type & Subtype
O: T > 30,000 K  |  B: 10,000–30,000 K  |  A: 7,500–10,000 K
F: 6,000–7,500 K  |  G: 5,200–6,000 K  |  K: 3,700–5,200 K  |  M: < 3,700 K
Subtype 0–9 by proportional interpolation within each band

Standard MK spectral type boundaries applied to derived Teff. Subtype is computed by linear interpolation of the temperature within each type’s range. The result is a full O5V–M9V photometric classification for every star in the catalog, regardless of whether a spectrum was observed.

Chain V · STEN Renderer · Black Holes
Schwarzschild Metric → Null Geodesic Integration → BH Shadow
rs = 2GM / c²   ← Schwarzschild radius; event horizon for non-rotating BH
rISCO = 3rs = 6GM / c²   ← innermost stable circular orbit; disk inner edge
ds² = 0   ← null geodesic condition; photon paths through curved spacetime
δ = [γ(1 − β cos θ)]−1   ← relativistic Doppler boost; approaching side brightens

Standard rasterization cannot simulate photon paths in an extreme gravitational field. STEN’s renderer numerically integrates null geodesics step by step around the Schwarzschild metric for each screen pixel. Photons that reach the event horizon (r < rs) are absorbed, producing the characteristic shadow. The innermost stable circular orbit sets the disk’s inner temperature boundary; the Doppler boost factor accounts for relativistic brightening on the approaching side of the accretion disk. Every visual element has a physically computable source.

Comparison

Comparison Table between Current Applications

The table below places STEN alongside the leading tools in the space. These are not competing products in the traditional sense; each serves a distinct purpose and a different audience. What this table clarifies is what STEN was specifically built to do that no existing application currently does. STEN's capabilities extend far and wide, many of which are available now and exists today, fully live in the Explorer.

Capability STEN Stellarium SkySafari Universe Sandbox
Per-star GLSL shader ✦ Yes, spectral class driven No No Physics sim only
Convective granulation ✦ Real-time, animated No No No
Geodesic raymarcher (BH) ✦ Relativistic lensing, disk No No Basic BH icon
Stars with full physical data 16.1M (Teff, L, R for all) ~120k (spectroscopic obs.) ~120k (spectroscopic obs.) Simulation parameters
Embeddable via iframe/API ✦ Yes, licensed No No No
REST API for star data ✦ Yes No No No
Gravity / orbital simulation Black Holes and Satellites only No No Yes, primary feature
Primary purpose Physical Star Renderer, Planetariums, Observatories, Portable academic implementations Sky Map / Mobile field observing Mobile field observing Physics simulation
Integration

Embed STEN in Your Project

STEN can be embedded as a full-page iframe or as a component inside any web application. Licensed versions include a clean API, custom branding removal, and object-selection hooks.

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Integration Code Available on Request

The STEN embed is available to licensed partners. Contact us with your project details and we'll provide the integration package and API credentials.

Request Integration Code

For academic, research, or commercial projects requiring API access, custom branding, or object-selection events, contact us for licensing details and pricing.

Use Cases

Build a Space Kiosk. Teach With the Stars.

STEN runs entirely in a browser. That means any screen with a URL bar can become a real-time astronomy display, no installed software, no cloud GPU, no classroom IT approval required.

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Classroom Kiosk for Under $100

A Raspberry Pi 5 (~$80), a USB touchscreen, and a browser open to thestardb.org. That is the complete hardware bill for a student-facing stellar kiosk with real-time rendering, ambient audio, touch navigation, and 16 stellar object types. No annual software fee. No lab license. No projector. Just a screen and a tab.

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Museum & Exhibit Installations

Drop STEN behind a touchscreen in any exhibit hall. The interface is kiosk-ready: visitors tap stellar objects to see real astronomical data, zoom into a supermassive black hole's photon sphere, or watch a magnetar's magnetic field axis rotate. Loop mode keeps it running indefinitely without staff intervention.

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Gamepad & Controller Support

STEN has full built-in gamepad API support. Navigate the stellar catalog with an Xbox or PlayStation controller, no driver configuration, no custom bindings file. Plug in, press a button, and explore the universe. Ideal for exhibit halls where visitors interact standing up.

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Tablet & Mobile Ready

Full multi-touch support on tablets. Pinch to zoom into the accretion disk of a black hole. Swipe to pan around a red supergiant's convective surface. STEN's responsive layout adapts to any screen orientation without a separate mobile build.

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No Downloads. No Accounts. No Wait.

Students open a browser. The universe is already there. No app store approval, no .exe to run, no administrator password to enter. The entire STEN renderer is a few kilobytes of shader code delivered over HTTP. First render in under three seconds on any modern device.

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Immersive Ambient Audio

Every stellar class carries its own acoustic signature. Select a pulsar and hear the electromagnetic crackle of its beam. View a magnetar under the low magnetic drone. Watch a red supergiant under the rolling plasma roar. Original ambient music plays throughout. All audio is browser-native, no plugins, no downloads.

Ready to Deploy?

Whether you need a single classroom display or a museum installation across ten screens, STEN scales to your setup. Explore the live renderer below, then reach out for embed licensing if you need branded or offline-capable builds.

Contact for Kiosk Licensing Try STEN Now
STEN is a Stellar Object Renderer. Not a Simulation.

There are many apps and products on the market that showcase the Stars…but we want to be clear about what TheStarDB is, and what STEN can do. Currently available apps like Stellarium and Sky Safari show you where stars are in the sky tonight. These, unlike what STEN renders, which are full Stellar Class Objects (SCO), are just points of light on perhaps a star field background. Functional for a time, but we felt it was time to do better. Universe Sandbox is also a great simulation application, and it lets you play around with colliding planets and watching gravity do its work, but Universe Sandbox lacks the portability and simplicity of STEN. These tools and applications, while specialized, serve a specific focus.

STEN however, does something different. It takes a star’s real measured physical parameters, such as Effective Temperature, Luminosity, Surface Gravity and Mass, and renders what that star looks like at the photospheric level. Dark, slightly cooler granulation cells are rendered (where appropriate), driven by rigorous physics and other logarithmic mathematical calculations, sustaining the Star’s persistent convective turbulence models. Limb darkening was also computed from wavelength-dependent opacity.

Black Holes, however, presented a unique rendering challenge. Standard rasterization cannot simulate what happens to light in an extreme gravitational field. In general relativity, light near a black hole does not travel in straight lines. It follows geodesics, which are curved paths through warped spacetime. For this, STEN employs a custom Geodesic Raymarcher. STEN’s Raymarcher numerically integrates these curved light paths step by step around the gravitational field, computing exactly how photons bend, orbit, and escape. This produces the characteristic photon ring, the relativistic brightening of the approaching side of the accretion disk due to Doppler boosting, and the black hole shadow itself, which is that dark central void hiding the singularity from which no light can theoretically return. Accretion disk emission profiles are further shaped by the compact object’s mass and spin parameter, which determine the innermost stable circular orbit and therefore the disk’s inner edge temperature and luminosity. Coronal structure and flare probability for the Stars were tied to spectral class, with a slight “top up” for dramatic effect and uniformity. Essentially, every visual element has at its baseline, a physical computable source. Nothing is merely decorative for the sake of being decorative.

Then, for mass consumption and public viewing experience and pleasure, we added a few sounds for immersion and perceived realism. We are well aware that a Star may not give off a burning sound like wood burning in atmospheric oxygen on a pyle in the same distortion as perceived by human ears. But perhaps it can. This we will not argue, but rather the decision to add such sounds were the only decorative parts of the entire program. However, even in this, we tried to be as accurate and correct as possible, using sound frequencies native to true approximations of the object’s sound as recorded by real-life physical instruments. The Pulsar’s “fast hitting, rhythm-like beating sound” is real. That is what a specific type of Pulsar sounds like. The Magnetar’s high-pitch radio frequency sound is a sound simulated by our engine to give the user experience greater depth. Then to complete the immersion, we provide hand-selected and curated royalty-free relaxing “emotion-depth” tracks throughout the experience, that puts the user in the mood, perfect for Stellar contemplation and relaxation.

But even then, STEN is more than just a renderer. STEN prides itself on clean specifications, and accurate, usable data. That accuracy is only possible because the underlying data itself is extremely clean and mathematically processed. Our underlying data forms the backend of TheStarDB and for STEN, and it also drives our clean API. Starting with open-source information available everywhere, STEN imports Gaia’s DR3 dataset; and using its photometry specifications, this gives us an effective temperature for all 16.1 million stars in the catalog, not just the ones with observed spectra. This is a great starting foundation. But that data is also incomplete. To achieve our level of accuracy, we then take that seed data in various combinations, (for instance, using temperature and luminosity) and we derive the stellar radius via the Stefan-Boltzmann relation. STEN then maps those parameters directly to custom hand-programmed, AI-verified shader inputs. What you see is a full consequence of the physics, not an artist’s approximation.