
Mykhailo Moroz
@Michael_Moroz_ • 13,247 subscribers
Love physics simulations and rendering algorithms Chief Scientist at @ZibraAI https://t.co/awt86lPDfC Discord: misha.m.
Videos

So I've implemented hash grid based fluid simulation in VRChat - its absolutely incredible. Because its hash based its literally boundless, so fluid can occupy the entire world. Currently I only have the "Mentos" particle rendering, but I plan on trying to make isosurface work
Mykhailo Moroz358,962 views • 1 month ago

So I'm considering releasing my VRChat fluid simulation on Booth. I've ported it into Udon so it is faster and is easier to use. I used the Radix Sort from my 3DGS plugin, allowing me to do a true SPH sim without approximations. I'd love to head what you'd want to do with it 😄
Mykhailo Moroz218,713 views • 2 months ago

Using GPT-6 Astra I was able to quickly protorype a sparse grid allocator fluid simulation for VRChat using my specified architecture, but honestly as cool as it is its absolutely overkill for VRChat. Isosurface ray tracing could be done here, but its too complex to work with.
Mykhailo Moroz41,365 views • 1 month ago

I improved the VRChat cloth simulation, now it is actually rendered as a mesh and finally can handle self collision for proper folds. Also I moved the simulation to CRTs so it kinda works for non friends(the simulation is on the avatar!). But the collision still requires cameras.
Mykhailo Moroz363,768 views • 3 years ago

I've been implementing multi-object combined LODs (actual LODs this time) for gaussian splats. It is insanely cool, due to the way I select LOD's I *always* render the same amount of splats no matter how many splats are in the scene. This scene has 108M total combined splats.
Mykhailo Moroz33,620 views • 4 months ago

The idea was to basically use minimum blending and use all 4 color channels on the screen to write 4 depths: Nearest frontsurface, nearest backsurface, furthest frontsurface and furthest backsurface. (you can do min and max by inverting the numbers) Rendering the liquid with ZTest Off gives a pretty good approximation of the surfaces the liquid has that are within the field of view. Combining this with screen space ray marching of the scene depth and one can get a pretty decent emulation of how a multibounce ray traced fluid would have looked like, while being much faster. Without the 4 depths it would have been impossible to properly show the optical depth of absorption of light of the entire mass of fluid with air in-between.
Mykhailo Moroz11,744 views • 1 month ago

Stress testing the simulation with 4M particles and a 384x384x96 grid. Most of the cost right now goes into the rendering prep, SDF gen and isosurface ray tracing (not ray marching, tracing). Could be substantially optimized if properly skipping unused parts of the grid.
Mykhailo Moroz15,172 views • 2 months ago

Now that the latest Chrome version has WebGPU support I guess I can finally talk about this. A year ago David A Roberts and Cornus Ammonis were developing a compute shader based Shadertoy alternative called I already had a lot of fun making some toy projects 😳
Mykhailo Moroz125,877 views • 3 years ago