Tesla Standing Wave Visualizer
Produces a real-time 3D visualization of Nikola Tesla's longitudinal standing wave and Earth-resonance system — the magnifying transmitter's toroidal field, ground-return current sheets, ionospheric reflection nodes, and radial electric field pulses — using Three.js r182+, React Three Fiber v9, TSL shaders, and GPU particle systems.
When to Use
- User asks to visualize Tesla's standing waves, longitudinal wave transmission, or Wardenclyffe resonance
- User wants a 3D model of Earth-ionosphere cavity resonance (Schumann-adjacent modes)
- An animated demonstration of radial electric field pulses propagating through the Earth is needed
- User is building an educational tool around Tesla's wireless energy transmission concepts
- User wants to render toroidal electromagnetic field structures or ground-return current flows in 3D
Process
Earth globe and ionosphere geometry:
- Render the Earth as a
SphereGeometry (radius 2, segments 64) with a MeshStandardMaterial using an equirectangular Earth texture or a procedural ShaderMaterial with Simplex noise continents
- Add an ionosphere shell as a slightly larger semi-transparent
SphereGeometry (radius 2.15) with MeshBasicMaterial({ transparent: true, opacity: 0.12, color: 0x88aaff, side: THREE.BackSide })
- Place the Wardenclyffe tower at a geographic coordinate on the Earth surface using a
CylinderGeometry with a hemispherical copper dome cap
Magnifying transmitter toroidal field:
- Generate the toroidal magnetic field as a
TorusGeometry (majorRadius = tower height × 2, tubularSegments 128) centered at the tower top
- Animate the torus with a
ShaderMaterial that propagates a traveling wave phase along the tube: colorIntensity = 0.5 + 0.5·sin(uTubeAngle − time·uFrequency)
- Add a second, counter-rotating torus at 90° to produce the characteristic Tesla magnifying transmitter field orthogonality
Longitudinal standing wave nodes:
- Compute Earth-resonance cavity node positions: for mode
n, nodes appear at latitude = ±arccos(cos(n·π/N_nodes))
- Render each node as a glowing
RingGeometry (horizontal disc) on the Earth surface using an emissive, pulsing ShaderMaterial
- Animate antinode rings expanding and contracting in phase with
sin(time·resonantFrequency)
Ground-return current sheet:
- Simulate radial ground return currents as 20 000 GPU particles emanating from the antipodal point and sweeping back toward the tower along the Earth's surface
- Each particle traces a great-circle arc on the sphere surface; compute the arc position in the TSL vertex shader using
slerp(startDir, endDir, fract(time·speed + offset))
- Color particles by current density (red near source/antipode, fading to blue mid-arc)
Radial electric field pulses:
- Emit radial pulse rings from the tower base outward along the Earth surface every
1/frequency seconds
- Each ring is a
RingGeometry scaled outward over time via a scale uniform; fade opacity as the ring expands
- At the antipodal point, rings reconverge and produce a constructive interference burst (extra
Bloom flash via a point light pulse)
Post-processing:
Bloom (threshold 0.2, intensity 1.8) for the field nodes and pulse rings
GodRays from the Wardenclyffe tower dome
Scanlines (subtle) to evoke a historical oscilloscope aesthetic
Runtime controls (lil-gui):
resonant_frequency (1–100 Hz) — primary resonance frequency driving all animations
wave_mode (1–12) — selects the Earth-cavity resonance mode, changing node count
transmission_power (0–1) — scales field intensity and particle count
ground_current_density (5k–100k particles)
- Toggles:
show_toroidal_field, show_standing_nodes, show_ground_currents, show_ionosphere
Output Format
TeslaStandingWaveScene/
├── TeslaStandingWaveScene.jsx
├── components/
│ ├── EarthGlobe.jsx ← Earth + ionosphere spheres
│ ├── WardenclyffeTower.jsx ← Tower geometry + dome
│ ├── ToroidalField.jsx ← Animated torus field ShaderMaterial
│ ├── StandingNodes.jsx ← RingGeometry resonance node rings
│ ├── GroundCurrents.jsx ← Points + TSL great-circle arc shader
│ ├── PulseRings.jsx ← Expanding ring emissions
│ └── PostFX.jsx
├── shaders/
│ ├── greatCircleArc.tsl.js ← TSL slerp great-circle particle path
│ └── toroidalWave.tsl.js ← Traveling wave phase shader
└── controls/gui.js
Boundaries
- Do NOT conflate Tesla's longitudinal wave model with transverse electromagnetic waves — the visualization must show radial/longitudinal propagation through the Earth volume, not away from a dipole antenna.
- Do NOT model Tesla's claims as experimentally verified long-range wireless power transmission; present them as historically documented experiments and engineering patents.
- Do NOT recreate geometry per frame — reuse all
BufferGeometry attributes.
- Always feature-detect WebGPU before using compute for ground-current particle integration.
1---2name: tesla-standing-wave-visualizer3description: Designs a real-time 3D visualization of Nikola Tesla's longitudinal standing waves and Wardenclyffe resonance system — Earth-resonance cavity modes, radial electric field pulses, ground-return currents, and the magnifying transmitter's toroidal field structure. Invoke when asked to visualize Tesla's wireless energy transmission, longitudinal waves, Wardenclyffe tower, or Earth-ionosphere resonance in 3D.4---56# Tesla Standing Wave Visualizer78Produces a real-time 3D visualization of Nikola Tesla's longitudinal standing wave and Earth-resonance system — the magnifying transmitter's toroidal field, ground-return current sheets, ionospheric reflection nodes, and radial electric field pulses — using Three.js r182+, React Three Fiber v9, TSL shaders, and GPU particle systems.910## When to Use1112- User asks to visualize Tesla's standing waves, longitudinal wave transmission, or Wardenclyffe resonance13- User wants a 3D model of Earth-ionosphere cavity resonance (Schumann-adjacent modes)14- An animated demonstration of radial electric field pulses propagating through the Earth is needed15- User is building an educational tool around Tesla's wireless energy transmission concepts16- User wants to render toroidal electromagnetic field structures or ground-return current flows in 3D1718## Process19201. **Earth globe and ionosphere geometry**:21 - Render the Earth as a `SphereGeometry` (radius 2, segments 64) with a `MeshStandardMaterial` using an equirectangular Earth texture or a procedural `ShaderMaterial` with Simplex noise continents22 - Add an ionosphere shell as a slightly larger semi-transparent `SphereGeometry` (radius 2.15) with `MeshBasicMaterial({ transparent: true, opacity: 0.12, color: 0x88aaff, side: THREE.BackSide })`23 - Place the Wardenclyffe tower at a geographic coordinate on the Earth surface using a `CylinderGeometry` with a hemispherical copper dome cap24252. **Magnifying transmitter toroidal field**:26 - Generate the toroidal magnetic field as a `TorusGeometry` (majorRadius = tower height × 2, tubularSegments 128) centered at the tower top27 - Animate the torus with a `ShaderMaterial` that propagates a traveling wave phase along the tube: `colorIntensity = 0.5 + 0.5·sin(uTubeAngle − time·uFrequency)`28 - Add a second, counter-rotating torus at 90° to produce the characteristic Tesla magnifying transmitter field orthogonality29303. **Longitudinal standing wave nodes**:31 - Compute Earth-resonance cavity node positions: for mode `n`, nodes appear at `latitude = ±arccos(cos(n·π/N_nodes))`32 - Render each node as a glowing `RingGeometry` (horizontal disc) on the Earth surface using an emissive, pulsing `ShaderMaterial`33 - Animate antinode rings expanding and contracting in phase with `sin(time·resonantFrequency)`34354. **Ground-return current sheet**:36 - Simulate radial ground return currents as 20 000 GPU particles emanating from the antipodal point and sweeping back toward the tower along the Earth's surface37 - Each particle traces a great-circle arc on the sphere surface; compute the arc position in the TSL vertex shader using `slerp(startDir, endDir, fract(time·speed + offset))`38 - Color particles by current density (red near source/antipode, fading to blue mid-arc)39405. **Radial electric field pulses**:41 - Emit radial pulse rings from the tower base outward along the Earth surface every `1/frequency` seconds42 - Each ring is a `RingGeometry` scaled outward over time via a `scale` uniform; fade opacity as the ring expands43 - At the antipodal point, rings reconverge and produce a constructive interference burst (extra `Bloom` flash via a point light pulse)44456. **Post-processing**:46 - `Bloom` (threshold 0.2, intensity 1.8) for the field nodes and pulse rings47 - `GodRays` from the Wardenclyffe tower dome48 - `Scanlines` (subtle) to evoke a historical oscilloscope aesthetic49507. **Runtime controls (lil-gui)**:51 - `resonant_frequency` (1–100 Hz) — primary resonance frequency driving all animations52 - `wave_mode` (1–12) — selects the Earth-cavity resonance mode, changing node count53 - `transmission_power` (0–1) — scales field intensity and particle count54 - `ground_current_density` (5k–100k particles)55 - Toggles: `show_toroidal_field`, `show_standing_nodes`, `show_ground_currents`, `show_ionosphere`5657## Output Format5859```60TeslaStandingWaveScene/61├── TeslaStandingWaveScene.jsx62├── components/63│ ├── EarthGlobe.jsx ← Earth + ionosphere spheres64│ ├── WardenclyffeTower.jsx ← Tower geometry + dome65│ ├── ToroidalField.jsx ← Animated torus field ShaderMaterial66│ ├── StandingNodes.jsx ← RingGeometry resonance node rings67│ ├── GroundCurrents.jsx ← Points + TSL great-circle arc shader68│ ├── PulseRings.jsx ← Expanding ring emissions69│ └── PostFX.jsx70├── shaders/71│ ├── greatCircleArc.tsl.js ← TSL slerp great-circle particle path72│ └── toroidalWave.tsl.js ← Traveling wave phase shader73└── controls/gui.js74```7576## Boundaries7778- Do NOT conflate Tesla's longitudinal wave model with transverse electromagnetic waves — the visualization must show radial/longitudinal propagation through the Earth volume, not away from a dipole antenna.79- Do NOT model Tesla's claims as experimentally verified long-range wireless power transmission; present them as historically documented experiments and engineering patents.80- Do NOT recreate geometry per frame — reuse all `BufferGeometry` attributes.81- Always feature-detect WebGPU before using compute for ground-current particle integration.