Neural Field Visualisation · WebGL · 2026

plan.form

A scrollytelling WebGL experience that runs the Wilson-Cowan neural field equations in real time on a GPU — an artistic interpretation of the mathematical transformation DMT may apply to the primary visual cortex.

Launch experience →

DMT may not hallucinate — but reveal?

Many existing DMT visualisations make the same mistake: they add exotic content to a blank canvas. Fractal renders, VJ loops, AI-generated imagery — all attempt to depict the experience through novelty. This does the opposite.

plan.form takes an unremarkable input image and asks: what if the pattern was already there, implicit in the spatial statistics of the image? As a single parameter rises from 0 to 1, the visual cortex's own lateral connectivity amplifies until it overcomes the external signal and begins generating structure spontaneously.

The geometry that emerges is not designed. It is the stable solution to a differential equation — the same equation that governs V1 lateral connectivity in every human brain. The mathematics produces the aesthetics, not the other way around.

This is an artistic interpretation built on scientific models, not a scientific demonstration. The neuroscience grounding the simulation is well-established; the claim that this is what the DMT experience is is not. That gap is intentional, and worth keeping in mind.

Six acts, one continuous transformation

Scroll position maps directly to shader uniforms. There is no timeline, no animation loop driving the narrative — only the reader's own pace through the mathematics.

0 – 16 %

I · Primary Visual Cortex

The image is rendered as a luminance-displaced 3D surface. Each of the 197,000 vertices is pushed outward in proportion to local brightness — brighter regions protrude, darker regions recede. Mouse movement drives camera parallax. V1 receives this signal. Its lateral connectivity is active but stable, patterns suppressed by the dominance of external input.

20 – 36 %

II · Wilson–Cowan Field

A 512² GPU simulation of two coupled neural populations — excitatory (E) and inhibitory (I) — activates alongside the image. The field equation runs 8 integration steps per rendered frame. At this stage the external image dominates. The system is stable. For now.

37 – 52 %

III · Bifurcation α ≈ 0.42

Lateral excitatory coupling wEE crosses a critical threshold. The homogeneous steady state loses stability through a Turing instability. Spatial patterns form spontaneously — not from noise, but from the image's own fine structure, which seeds the planform nodes at texture boundaries.

53 – 65 %

IV · Hexagonal Planform

The field self-organises into the planform Bressloff et al. (2001) predict for V1 under elevated cortical excitability — the gain increase hallucinogens are thought to induce via 5HT2A-mediated action on V1. The geometry is intrinsic to the cortical connectivity kernel — independent of the image beneath it. This is the same pattern class Klüver (1928) catalogued from mescaline reports nearly a century earlier.

67 – 81 %

V · Hyperbolic Space

The Poincaré disk transform initiates. The visual field folds into a disc-shaped mandala with exponential centre expansion, accommodating the information density of amplified lateral connectivity. The entire visual field recedes forever toward the boundary of the disc.

78 – 100 %

VI · Entity Emergence

z → log(z). The complex logarithm maps the visual field to cortical coordinates. Bilateral symmetry locks in. The planform's nodal structure — bilaterally symmetric, hexagonally arranged, radially organised — becomes structurally indistinguishable from a face. Higher cortex completes the pattern. Objects acquire agency. Entities appear.

Three layers of mathematics

1 · The Neural Field — Wilson-Cowan & Bifurcation

The simulation runs two coupled ordinary differential equations per spatial point on a 512 × 512 grid, updated 8 times per rendered frame via WebGL2 ping-pong render targets:

τ_E · ∂E/∂t = −E + σ( w_EE · K_exc⊛E  −  w_EI · I  +  I_ext · (1−α) )
τ_I · ∂I/∂t = −I + σ( w_IE · E  −  w_II · I )

σ(x) = 1 / (1 + exp(−5 · (x − 0.28)))   [sigmoid activation]
⊛ = spatial convolution with lateral connectivity kernel

The spatial convolution uses two ring samplers in GLSL: a 12-point ring (30° spacing, 6-fold symmetry) at radius 6 px for short-range excitation, and a 16-point ring at radius 20 px for long-range inhibition. Their difference approximates the Mexican-hat lateral connectivity kernel — the anatomical reality that excitatory neurons form local clusters while inhibitory interneurons project further. The 12-point ring's 6-fold symmetry is deliberate: an 8-point ring would introduce 4-fold bias and spuriously favour square-lattice planforms over the hexagonal class V1 prefers.

Strictly speaking, this is a reduced formulation: the inhibitory equation uses only local E (no spatial kernel on the E → I coupling), placing the system between the full Wilson-Cowan model and the Amari (1977) single- population neural field. The simplification is standard, preserves the Turing-instability behaviour, and keeps the GPU cost low enough for real-time integration at 60 fps.

The parameter α represents the DMT effect. As α rises from 0 to 1, two things happen simultaneously: external input is suppressed by factor (1−α), and lateral excitatory coupling wEE rises from 0.45 to 1.75. Below α ≈ 0.42, every spatial point converges to the same resting activity (E* ≈ 0.35). Above this threshold, the homogeneous state loses stability.

This is a Turing instability (Turing, 1952). The critical wavevector k* — the spatial frequency that first goes unstable — is determined by the ratio of excitatory to inhibitory kernel radii. For rexc = 6 px and rinh = 20 px, this selects a characteristic wavelength of approximately 52 px, producing the hexagonal planform. The same mathematics that spaces the spots on a leopard's coat spaces the nodes of the DMT pattern.

The external input Iext includes a persistent high-frequency edge signal derived from the image texture. This seeds planform nodes at image texture boundaries — ensuring the pattern that emerges is topographically anchored to the input, not arbitrary.

2 · Form Constants — Klüver to Bressloff

In 1928, psychologist Heinrich Klüver systematically documented the geometric patterns that appear universally across mescaline experiences, sensory deprivation, hypnagogia, and migraine aura. He identified four fundamental classes: gratings and lattices, cobwebs, tunnels and funnels, and spirals. He called these form constants and proposed they reflect the intrinsic organisation of the visual system.

Fifty years later, Ermentrout and Cowan (1979) provided the mathematical explanation. They showed that the visual cortex, modelled as a neural field with lateral connectivity, undergoes symmetry-breaking instabilities that produce exactly these four pattern classes. The patterns are not content imposed on the cortex — they are the cortex's own structural resonances, made visible when external suppression is removed.

Bressloff et al. (2001) extended this analysis with full consideration of V1's functional architecture — orientation preference columns, ocular dominance, the anisotropy of long-range horizontal connections — and showed that the symmetry group of V1 connectivity constrains the emergent planforms to a small set of geometric forms. These correspond precisely to Klüver's form constants. The hexagonal planform, which this simulation produces, is predicted for uniform, isotropic inputs under elevated cortical excitability — the gain increase classical hallucinogens are thought to induce via 5HT2A-mediated action on V1.

3 · Cortical Geometry — Retino-Cortical Map & Hyperbolic Space

The visual field does not map linearly to V1 surface area. The central 10° of vision maps to approximately half of V1's surface, despite covering only a small fraction of the total visual field (Horton & Hoyt, 1991). This magnification follows a logarithmic relationship — the retino-cortical transform — described precisely by the complex logarithm:

w = log(z)    where z = x + iy is position in the visual field

In polar coordinates (r, θ):
  cortical x = log(r)
  cortical y = θ

Implemented in GLSL:
  cx = (log(r) + 3.22) / 3.57
  cy = atan(y, x) / (2π) + 0.5

Radial patterns in visual space become vertical stripes in cortical coordinates. Concentric rings become horizontal stripes. The planform — which lives in cortical coordinates — appears as a radially symmetric mandala when mapped back through the inverse transform. The bilateral mirror applied before the log-polar transform reflects V1's biological symmetry: each hemisphere processes the contralateral visual field, so any cortical pattern has a symmetric counterpart. The "double creature" forms arise from this symmetry operation.

Andres Gomez-Emilsson (2016) of the Qualia Research Institute proposed that DMT transforms the underlying geometry of phenomenal space from Euclidean to hyperbolic. In hyperbolic space, the circumference of a circle grows exponentially with radius rather than linearly — providing exponentially more "room" per unit radius. This accommodates the information overload of DMT-amplified lateral connectivity, and may explain the reported quality of "more real than real" — more information is encoded per perceived unit of space than is possible in Euclidean geometry. Note: the QRI essay is a speculative philosophical proposal, not a peer-reviewed publication. It is used here as conceptual inspiration for the Poincaré disk transform, not as empirical evidence.

The Poincaré disk model maps the entire infinite hyperbolic plane into a unit disc. Implemented here via:

r_texture = tanh( atanh(r) / (1 + t · 1.2) )

where r = normalised screen radius, t = curvature parameter [0,1]

Combined with four-fold colour averaging (sampling all four mirror positions and averaging), this produces the disc-shaped mandala characteristic of peak psychedelic visual geometry. The centre expands without apparent limit; the boundary recedes forever.

During the final transition, vertex displacement is recentred around the image's mid-luminance point, causing dark areas (the "floor" between creature forms) to recede and bright areas (the creature surfaces) to protrude further. The bilateral symmetry of the planform activates the fusiform face area (Kanwisher et al., 1997) — which responds to the structural features of a face (bilateral symmetry, nodal eye positions, axial organisation) independent of whether the input is literally a face. Higher cortex completes the pattern. This may be a neural correlate of what Terence McKenna described as machine elves: deterministic pattern completion operating on a supercritical neural field. Whether that accounts for the full phenomenology — the agency, the narrative, the emotional weight of entity encounters — is an open question the model does not resolve.

Peer-reviewed literature

  1. Amari, S. (1977). Dynamics of pattern formation in lateral-inhibition type neural fields. Biological Cybernetics, 27(2), 77–87. https://doi.org/10.1007/BF00337259
  2. Bressloff, P. C., Cowan, J. D., Golubitsky, M., Thomas, P. J., & Wiener, M. C. (2001). Geometric visual hallucinations, Euclidean symmetry and the functional architecture of striate cortex. Philosophical Transactions of the Royal Society B: Biological Sciences, 356(1407), 299–330. https://doi.org/10.1098/rstb.2000.0769
  3. Ermentrout, G. B., & Cowan, J. D. (1979). A mathematical theory of visual hallucination patterns. Biological Cybernetics, 34(3), 137–150. https://doi.org/10.1007/BF00336965
  4. Horton, J. C., & Hoyt, W. F. (1991). The representation of the visual field in human striate cortex: a revision of the classic Holmes map. Archives of Ophthalmology, 109(6), 816–824. https://doi.org/10.1001/archopht.1991.01080060080030
  5. Kanwisher, N., McDermott, J., & Chun, M. M. (1997). The fusiform face area: a module in human extrastriate cortex specialized for face perception. Journal of Neuroscience, 17(11), 4302–4311. https://doi.org/10.1523/JNEUROSCI.17-11-04302.1997
  6. Klüver, H. (1966). Mescal and mechanisms of hallucinations. University of Chicago Press. (Original work published 1928)
  7. Timmermann, C., Roseman, L., Schartner, M., Milliere, R., Williams, L. T., Erritzoe, D., Muthukumaraswamy, S., Ashton, M., Bendrioua, A., Kaur, O., Turton, S., Nour, M. M., Day, C. M., Nutt, D., Carhart-Harris, R. L., & Friston, K. J. (2019). Neural correlates of the DMT experience assessed with multivariate EEG. Scientific Reports, 9(1), Article 16324. https://doi.org/10.1038/s41598-019-51974-4
  8. Turing, A. M. (1952). The chemical basis of morphogenesis. Philosophical Transactions of the Royal Society B: Biological Sciences, 237(641), 37–72. https://doi.org/10.1098/rstb.1952.0012
  9. Wilson, H. R., & Cowan, J. D. (1972). Excitatory and inhibitory interactions in localized populations of model neurons. Biophysical Journal, 12(1), 1–24. https://doi.org/10.1016/S0006-3495(72)86068-5
  10. Wilson, H. R., & Cowan, J. D. (1973). A mathematical theory of the functional dynamics of cortical and thalamic nervous tissue. Kybernetik, 13(2), 55–80. https://doi.org/10.1007/BF00288786

Speculative & cultural sources

The following sources shaped the conceptual framing and visual language of this project. They are listed separately not as a dismissal of their intellectual value, but to distinguish their epistemic register from the peer-reviewed literature above.

McKenna's ethnobotanical and cultural work operates in a tradition of experiential inquiry and synthesis that sits outside — but not beneath — academic convention.

Gomez-Emilsson's essay represents serious independent theoretical work in the phenomenology of altered states, produced within the Qualia Research Institute's research programme, and engages directly with mathematical and geometric frameworks.

  1. Gomez-Emilsson, A. (2016). The hyperbolic geometry of DMT experiences. Qualia Research Institute (non-peer-reviewed essay). https://qri.org/blog/hyperbolic-geometry-dmt
  2. McKenna, T. (1993). Food of the gods: The search for the original tree of knowledge. Bantam Books.

Artistic influences

Four works shaped the visual language and technical approach of this project. Each contributed something that could not have been derived from the scientific literature alone.

Work Creator Contribution
field-transformations HAL09999
danslesnuages.xyz
fxhash profile
Fragment shader wave superposition architecture. Binaural audio synchronised to field frequency. Contemplative pacing — a click as ritual, not control. The restraint that separates scientific visualisation from generative spectacle.
Pressure Radial Flow Justin Shrake (j2rgb)
j2rgb.com
jshrake.com
github.com/jshrake
Post-processing stack architecture: bloom → radial chromatic aberration → ACES filmic tonemapping. Ping-pong MRT state texture structure for E/I fields. The plasma volume pass (screen-space Gaussian blur of the sim texture, depth-masked to dark scene regions) extends this pipeline with a bioluminescent interior glow.
study-particle-landscape
MIT licensed
Taylor (taylorallenux)
github.com/taylorallenux
Neural field as heightmap driving vertex displacement. Travelling wave activation front as reveal mechanism. Height-based colouring with threshold zone interpolation.
jellyfish.html Original concept: yuruyurau
x.com/yuruyurau
PWA implementation: itd286904
Lobe-count parameter as planform mode selector (n-fold rotational symmetry). Nested sin distortion as nonlinear activation function. Almost-periodic temporal behaviour that prevents the pattern from ever exactly repeating.

All four works are credited as influences on the visual language and technical approach, not as direct code imports. study-particle-landscape is published under the MIT license; the other three works do not carry an explicit source-code license and are credited here under fair-use attribution for artistic influence.

Open source

Project Role
Three.js 3D rendering, WebGL2 abstraction, GPUComputationRenderer ping-pong for the neural field simulation.
GSAP / ScrollTrigger Scroll-driven uniform animation. ScrollTrigger maps document scroll progress to shader parameters without any per-frame JS overhead.
Vite Build tooling. Raw GLSL imported as strings via the ?raw suffix. Zero-config static output deployable on any server.

p | k

works as a systems engineer at a managed service provider, where most of his professional time goes to IT infrastructure, containers, automation and the integration work that keeps businesses running without announcing itself. The remainder goes in part toward reading — Hofstadter on strange loops, Jaynes on the origins of consciousness, Tegmark on the mathematical structure of physical reality, Rovelli, Dennet, Penrose — the kind of accumulation that builds slowly and occasionally produces unexpected outputs.

This project is one of them. It began with a narrow question: why do geometric visual constants recur so precisely across different altered states, and why do existing visualisations consistently fail to honour the precision the underlying mathematics actually offers? The implementation — a GPU-resident Wilson-Cowan simulation running in a browser, driven by scroll position — required considerably more GLSL than originally seemed reasonable. The mathematical foundations, at least, are well-established. What they fully explain is not.

Contact

pk@sponde.de
github.com/Kracht

Source

The full source code for this project is available on GitHub under the MIT licence.
github.com/Kracht/plan.form