Fly-By: Objects Near Light Speed

What does something moving near light speed really look like? Books say squashed. Two dice fly past: left at an everyday speed, right at 90% of light speed. The fast one isn't squashed and never rotates, yet you see its back (three pips), and its light turns red. Not an animation: every pixel is calculated live from special relativity.

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It Looks Turned, Not Squashed

Every image on this page is calculated by the simulator from the equations of special relativity and checked against an independent calculation. Nothing is drawn, animated by hand or retouched.

Two dice above a tiled floor. Left, at an everyday speed, facing the camera with one red pip. Right, moving at 90% of light speed: the same size, but it looks turned so its three-pip side faces the camera and the one-pip face is a narrow strip on the right.
On the left, a die moving at an everyday speed, which looks just as it would sitting still. On the right, the same die moving to the right at 90% of the speed of light, at the moment it appears straight in front of the camera (colour shifts are switched off here). It isn't squashed, and it isn't rotating. You're seeing its back: the face with three pips, which faces the way it came. The face with one pip, which points at you, has narrowed to a strip.

What you would measure: squashed

Special relativity says a moving object really is shorter in the direction it's travelling. At 90% of the speed of light, the die is only 44% as long as it is at rest. This is the picture in most textbooks, and it's correct as a measurement: if you could mark where every part of the die is at one instant, that's the shape you'd get.

What you would see: turned

A camera doesn't record where things are at one instant. It records the light that arrives at one instant, and light from different parts of the die set off at different times. Light from the back left earlier, when the die was farther back, and the die then moved out of its way, so it still reaches the camera. The squashing and these head starts combine into an image that looks like the die has turned around.

How much: it depends only on speed

The faster it goes, the more of its back you see. Seen straight ahead, it looks turned by 6° at 10% of light speed, 30° at half, 64° at 90% and 82° at 99%. The die never actually rotates, and a ball would stay perfectly round; only the side you see changes.

moving at 90% of light speed camera 1. light leaves its back corner 12 ns before the photo 2. light leaves its front face 8 ns before; the die has moved out of the way of ray 1 3. where it is when the photo is taken (44% as long)
The same moment seen from above, drawn to scale. Light leaves the back corner of the die first (1). About 3 billionths of a second later, light leaves its front face (2); by then the die has moved far enough that it no longer blocks the first ray. Both rays reach the camera at the same instant, so the photo shows the back and the front side by side, while the die itself is already well to the right (3).
Two globes. Left, at an everyday speed, with a red dot facing the camera over South America. Right, at 95% of light speed, looking turned so the red dot is at the right edge and a gold dot faces the camera over the Pacific.
The same thing with a globe at 95% of light speed. At an everyday speed, the red dot faces the camera and the gold dot sits on the side that trails behind. At 95%, the red dot has swung round to the edge and the gold dot faces you.

A Simulation, Not an Animation

Try this first. A ball flies past you at 90% of the speed of light. You take a photograph as it goes by. What shape is the ball in the photo?

Most people, and most books, say it would be squashed flat in the direction it's moving. It isn't. The photo shows a round ball, seen from a different angle, as if it had turned. You can see part of its back.

In the simulator, two dice about a metre across fly past the camera, 3 metres away. The one on the left is moving at an everyday speed, so it looks just as it would at rest. The one on the right is moving at 90% of the speed of light, and that's where the strange things happen. You can change the speed, and the other views let you hold the die in front of you while it speeds up, send it toward you, swap it for a globe or a wire cage, or compare four versions of the physics side by side. If anything is unclear, hold the pointer over a view, setting or number for a short explanation.

Two effects decide what shape the camera sees. The first is length contraction: a moving object really is shorter in the direction it's travelling, by a factor called γ (gamma) that grows without limit as the speed approaches light's. The second is the travel time of light: light from the far side of the object set off earlier, when the object was somewhere else, yet it reaches the camera together with light from the near side. Put together, these make the object look turned rather than squashed. A third effect, the Doppler shift, changes its colour and brightness.

Calculated, not drawn. Nothing here is an artist's impression or a hand-made animation. For each pixel, your graphics card traces the light back to the moving object using special relativity and works out what colour it should be. There's nothing in the program that says "turn the object"; the apparent turn comes out of the physics, and it agrees with an independent calculation to within a millionth of a millionth of a metre (see Verification below). It runs best on a laptop or desktop. Built with Claude Opus 5.5.

Reading the Image

What's on screen

The left die is moving at an everyday speed and the right die at 90% of light speed. Both are heading to the right, as the gold arrows on the floor show. The left die is kept level with the fast one so you can compare them, and the floor itself isn't moving. The camera turns to follow the dice, the way you'd follow a passing car.

Not squashed, not rotating

When the fast die appears straight in front of you, its front face looks less than half as wide as it should, and the side with three pips faces you. The delay in the light makes up exactly for the contraction, so the die looks its normal size, just seen from a different angle. A ball would stay perfectly round, as Roger Penrose proved in 1959.

You can see its back

If the die were standing still where it appears, its trailing face would be edge-on and invisible to you. At this speed, light leaving that face heads back along the path, and the die moves out of its way before it can block it, so the light reaches you.

It isn't where it looks

The light you're seeing left the die 10 billionths of a second ago, and in that time it has moved another 2.7 metres. The "Where is it really?" view outlines its true position in blue. Sunlight works the same way: the Sun you see is the Sun as it was 8.3 minutes ago.

Red before it draws level

Coming toward you, the die looks bluer and brighter; moving away, redder and dimmer. You might expect it to change over as it passes, like an ambulance siren dropping in pitch, but it turns red much earlier: at 90% of light speed, as soon as you see it more than 51° from its line of approach. That's because its clock runs slow. When it's straight in front of you, every frequency of its light is lowered to 44% (14% at 99%), which is why the fast die looks orange.

An image faster than light

As the fast die comes in from the left, its image slides along at up to 4.6 times the speed of light. Nothing is breaking the speed limit: light from its later positions has less distance to travel, so it arrives bunched together. Astronomers see the same thing in the jet of the galaxy M87, where blobs appear to cross the sky at about six times the speed of light.

Straight lines curve

The wire cage is built from straight bars, but near light speed they look curved. Contraction on its own would keep them straight; it's the delay in the light, which is different for each part of a bar, that bends them.

Coming toward you, you see its back

In the "Coming toward you" view at 97% of light speed, the die shows you the face that points away from you (six pips) and hides the one pointing at you. On this path, that starts happening above about 89% of light speed.

A spinning clock

In the spinning globe view, the globe turns once every 60 billionths of a second of its own time. It seems to spin faster as it comes toward you and slower as it moves away, by the same factor that shifts its colour. Straight in front of you at 90%, it turns 2.3 times slower than its own clock says.

Why Nobody Has Ever Seen This

0.04°
How much the fastest spacecraft ever built, NASA's Parker Solar Probe (191 km/s), would look turned. Far too little to notice.
44 ns
How long the fly-past would really take at 90% of light speed. The simulator slows it down about 250 million times.
30%
Roughly how fast the electrons moved that drew the picture on an old tube TV.
2 m/s
The effective "speed of light" in the first photographs of this effect, taken in Vienna in 2025 by staging the motion with laser flashes.
7 µs
How much a GPS satellite's clock loses each day because of its speed. Gravity changes it too; without corrections, your position would drift by about 10 km a day.
58%
Roughly how fast the innermost electrons in a gold atom move. Relativity is the reason gold looks yellow rather than silvery.
89.99°
How turned a proton in the Large Hadron Collider, moving at 99.999999% of light speed, would look.
41 nm
How far the fastest cosmic ray ever detected (1991), if it was a proton, would trail behind a beam of light after a year-long race.

The workings for each number are in the notes under References. At 90% of light speed, you could cross from New York to Los Angeles in 15 thousandths of a second.

The Numbers Behind the Image

44%
How long the die really is at 90% of light speed, measured along its motion. This is the contraction from the textbooks; it's real, but it isn't what you see.
64°
How far it looks turned when it appears straight in front of you. The angle is arcsin(v/c): 30° at half light speed, 82° at 99%.
2,500 K
The colour its white light seems to have at that moment: the orange of an old light bulb.
1/300
How bright it looks at that moment, in visible light, compared with at rest.
4.6×
The fastest its image appears to move along the path as it comes in from the left, in multiples of the speed of light.

Squashed or Turned?

Einstein's 1905 paper says that a sphere in motion, "viewed from the stationary system", has the form of a flattened ellipsoid. He meant measured: where every part of it is at one instant. For more than fifty years, most people took it to mean what you would actually see. The best-known picture is George Gamow's Mr Tompkins in Wonderland (1940), in which a bank clerk dreams of a city where light travels barely faster than a bicycle, and the cyclists look squashed thin.

In 1924 the Austrian physicist Anton Lampa had already worked out how a fast-moving rod would really look, but few people noticed. In 1959, independently, Roger Penrose proved that a fast sphere still looks round, and James Terrell showed that small fast objects look turned. Victor Weisskopf brought the result to a wide audience the following year.

The first photographs of the effect came in 2025, from a team at TU Wien and the University of Vienna. They moved a cube and a sphere in small steps, lit them with very short laser flashes and recorded them with an ultrafast camera, so that light effectively travelled at under 2 metres per second. The objects looked turned, not squashed.

Switch Off the Physics, One Effect at a Time

Each comparison below changes just one thing, so you can see what each piece of physics does. Every image was rendered by the simulator, and you can recreate all of them yourself.

Four questions

The same die at 90% of light speed, at the moment it's really straight in front of the camera, with colour shifts switched off so only the shape differs. What if light arrived instantly and nothing contracted? What if light were instant but the die still contracted? What if light took time but nothing contracted? Only the last one, full relativity, is what a camera would actually record.

An ordinary white die seen face-onLight instant, no contraction: the die as it is at rest
The die squashed to a narrow upright slabLight instant, with contraction: what you would measure (44% as long)
The die stretched and skewed into a long wedgeLight takes time, no contraction: stretched and skewed
The die seen face-on, far to the left, normal widthFull relativity: seen face-on although it's far to the left, so it looks turned by 64°
All four show the same instant. In the two lower images the die looks smaller because the light reaching the camera left it when it was 6.9 metres away, back along its path.

Speed

The die at the moment its image is straight in front of the camera, at four speeds. It looks turned by 6° at 10% of light speed, 30° at half, 64° at 90% and 82° at 99%, by which point you're looking almost straight at its trailing face.

Die at 10% of light speed, almost face-on10%
Die at 50%, looking turned 30 degrees50%
Die at 90%, looking turned 64 degrees90%
Die at 99%, looking turned 82 degrees99%
Globe at rest showing the AmericasAt rest
Globe at 50% showing more of the Pacific50%
Globe at 90%, mostly Pacific90%
Globe at 99%, the Americas at the edge99%
The globe at the same moments. Its outline stays round at every speed, while the red dot swings away and the gold dot on its trailing side comes round to face you.

The travel time of light

The wire cage at 90% of light speed. If light arrived instantly (left), the cage would be contracted but its bars would stay straight. With the real travel time of light (right), the bars curve.

A narrow straight-barred cageLight instant, with contraction
A cage with visibly curved barsFull relativity

The headlight effect

The globe's true brightness at 60% of light speed, with nothing evened out. As it approaches, it looks 3.6 times brighter than it would at rest, and bluer. Straight in front of you, it's down to a third of its brightness at rest. Once it's 3 metres past, it's down to a thirtieth, and as red as a 3,300 K lamp. A fast object throws its light forward like a headlight, which is also why one side of the disk on our black hole page is so much brighter.

Bright, bluish globe approachingApproaching: 3.6× brighter than at rest
Dimmer, warmer globe straight aheadStraight ahead: a third as bright
Very dim, red globe moving awayMoving away: a thirtieth as bright

Coming toward you

The die heading toward the camera at 97% of light speed, passing 1.4 metres to one side, just after it has really drawn level with you (colour shifts are off). The face with six pips points away from you, yet it's in view, while the face with one pip, pointing straight at you, is hidden. The die also looks stretched along its path rather than shortened.

A stretched die approaching, showing its six-pip back face

How Each Pixel Is Computed

  1. Follow the light back in time. The camera is at rest and the photo is taken at time 0. Light reaching it from direction d was, a time λ/c earlier, at distance λ along d. With c = 1, its path is x = λd, t = −λ.
  2. Move into the object's frame. The object moves at velocity v = βv̂, with γ = 1/√(1 − β²). A Lorentz transformation turns the light's path into a straight line in the object's own frame, where the object is at rest and has its ordinary shape:
    d′ = d + [(g − 1)(d·v̂) + g β L] v̂,   x′c = x0 + (g − 1)(x0·v̂) v̂
    with g = γ and L = 1 for full relativity. x0 is where the object's centre really is at time 0, and x′c where it is in its own frame. The first point where the line λd′ meets the object is the point the pixel shows. Setting g = 1 switches length contraction off and L = 0 makes light instant, which gives the four questions above. This change of direction is the aberration of light, the effect James Bradley discovered in starlight in 1725–28.
  3. Shift the colour. The light's frequency is multiplied by the Doppler factor
    D = 1 / [γ (1 + β d·v̂)],
    which includes both the ordinary Doppler shift and the slowing of the moving object's clock. Because Iν/ν³ is the same for every observer, the spectrum that arrives is Iλ(λ) = D5 Iλ,emitted(Dλ): the light shifts in wavelength and changes in brightness together.
  4. Colour it. The object is lit by a lamp that travels with it, a 5,800 K blackbody like sunlight, shining from behind, above and the camera side, with some fill light. Each surface colour is turned into a smooth reflectance spectrum built from three overlapping curves that add up to a perfect white. The shifted spectrum is integrated against the CIE 1931 colour-matching functions, from a table your browser computes at startup, and the camera is white-balanced so sunlight looks white. A white surface seen with Doppler factor D then looks exactly like a blackbody at D × 5,800 K.
  5. Display it. The camera has an ordinary lens and turns to follow the object's image, so the outline isn't stretched the way an ordinary lens stretches things near the edge of a wide picture. "Even out brightness" is a viewing aid that keeps the object visible as it dims; the true change in brightness is shown under Right now.
  6. The comparison die and Speed up. The die on the left is drawn at rest (at everyday speeds it looks the same), at the position where the fast die appears, without colour shifts. In the "Speed up" view, each frame is a separate snapshot of the die moving steadily at one speed, and the speeds are chosen so the apparent turn rises from 0° to 82° and back over 18 seconds.

Verification

A separate Python program works the problem out a different way, in the camera's frame, treating the object as a contracted shape moving along its path. The two agree, and the simulator's graphics code is checked against its own pictures.

TestResult
2,560 light rays, sphere and box, four modes, speeds 10–99%: hit or miss, distance, point hitAll agree; largest difference 4 × 10−13 m
Doppler factor vs an explicit Lorentz boost of the lightAgree to 4 × 10−16
Turn seen side-on, 30–99% of light speedarcsin β to 7 digits; small-cube fit in the reference also gives arcsin β
Penrose's circle: outline of a moving sphere, 9 positions and speeds (reference)A circle on the sky to 10−14; without the travel time of light it is not
Rendered globe outline (graphics card), 3 speeds × 3 positionsRound to within 0.4% (pixel edges); with light instant, the predicted ellipse within 0.6%
White surface at Doppler factor D vs a blackbody at D × 5,800 KAgree to 10−13

What This Model Leaves Out

References

  1. Einstein, A. (1905). Zur Elektrodynamik bewegter Körper. Annalen der Physik, 17, 891–921 (§4). DOI
  2. Lampa, A. (1924). Wie erscheint nach der Relativitätstheorie ein bewegter Stab einem ruhenden Beobachter? Zeitschrift für Physik, 27, 138–148. DOI
  3. Gamow, G. (1940). Mr Tompkins in Wonderland. Cambridge University Press.
  4. Penrose, R. (1959). The apparent shape of a relativistically moving sphere. Proceedings of the Cambridge Philosophical Society, 55, 137–139. DOI
  5. Terrell, J. (1959). Invisibility of the Lorentz contraction. Physical Review, 116, 1041–1045. DOI
  6. Weisskopf, V. F. (1960). The visual appearance of rapidly moving objects. Physics Today, 13(9), 24–27. DOI
  7. Hornof, D., Helm, V., de Dios Rodriguez, E., Juffmann, T., Haslinger, P., & Schattschneider, P. (2025). A snapshot of relativistic motion: visualizing the Terrell–Penrose effect. Communications Physics. arXiv:2409.04296
  8. Nowojewski, A. (2005). Gamow's bicycle: the appearance of bodies at relativistic speeds and apparent superluminal velocities. arXiv:physics/0512054
  9. Rybicki, G. B., & Lightman, A. P. (1979). Radiative Processes in Astrophysics, chapter 4 (relativistic Doppler shifts and beaming). Wiley.
  10. Biretta, J. A., Sparks, W. B., & Macchetto, F. (1999). Hubble Space Telescope observations of superluminal motion in the M87 jet. The Astrophysical Journal, 520, 621–626. DOI
  11. Ashby, N. (2003). Relativity in the Global Positioning System. Living Reviews in Relativity, 6, 1. DOI
  12. Pyykkö, P. (1988). Relativistic effects in structural chemistry. Chemical Reviews, 88, 563–594. DOI
  13. Wyman, C., Sloan, P.-P., & Shirley, P. (2013). Simple analytic approximations to the CIE XYZ color matching functions. Journal of Computer Graphics Techniques, 2(2), 1–11. Link
  14. Earth map: Blue Marble: Land Surface, Shallow Water, and Shaded Topography (2002). NASA Goddard Space Flight Center image by Reto Stöckli (land surface, shallow water, clouds); enhancements by Robert Simmon (ocean color, compositing). NASA Earth Observatory

Notes on the everyday numbers: Parker Solar Probe's top speed of 191.2 km/s (December 2024) is 0.064% of light speed, a turn of arcsin(0.00064) = 0.04°. A pass from 6 m before to 6 m after the camera, 12 m of path, takes 12 m ÷ (0.9 × 3 × 108 m/s) = 44 ns. Electrons accelerated through 25 kV have γ = 1.049, a speed of 0.30 c. A GPS satellite moves at 3.87 km/s, so its clock runs slow by 1 − 1/γ = 8.3 × 10−11, 7.2 µs a day (gravity makes it run fast by about 45 µs, more than cancelling it). Gold's 1s electrons move at roughly Zα = 79/137 = 0.58 c. An LHC proton at 6.8 TeV has γ = 7,250, a turn of 89.992°. The 1991 "Oh-My-God" cosmic ray, 3.2 × 1020 eV, if a proton, has γ = 3.4 × 1011; over a light-year it falls 1/(2γ²) of the distance behind light, 41 nm. GPS: about 38 µs a day of net clock error, times light speed, is about 11 km. New York to Los Angeles, 3,940 km, at 0.9 c: 15 ms.

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Fly-By simulation: Frosty Wren Studios, frostywren.com/light-speed-fly-by

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