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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.

41,365 次观看 • 1 个月前 •via X (Twitter)

31 条评论

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

There are easier approaches for sparse particle simulation without needing to allocate grids, like hash grids, that would work just fine here and be not much more complex that the dense grid version from the last post.

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

The only gripes I have is that without having voxels with density you cant really cheaply do smooth surface rendering and ambient occlusion. I will try doing it with particles only, but I dont have many expectations

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

I could shoot rays per particle and sample particles directly, not sure how fast that would be. And getting smooth normals would also likely require sampling particle neighborhood per fragment, might be too slow to be worth it.

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

Also no I DONT LIKE screen space methods, screen space bilateral blur for fluids looks ugly in my opinion, its artifacts are nasty in some cases. So I'm trying to circumvent using it as much as I can

Insert Name 的头像
Insert Name1 个月前

Oh your using ai :/

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

Honestly I wish AI didnt exist, but unfortunately it does, and unfortunately it is currently the fastest way to develop things, and also the most infuriating and brain damaging way to develop things...

VRUnderground 的头像
VRUnderground1 个月前

How is this on performance?

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

Its decent, but around 25% slower than the non-sparse version

Engineerisaac🦊 的头像
Engineerisaac🦊1 个月前

@VRUnderground This is incredible use of AI i love it so much

VRUnderground 的头像
VRUnderground1 个月前

@Michael_Moroz_ Agreed! Hats off on this incredible work

Superfluff 的头像
Superfluff1 个月前

Holy what? How? I struggle to get gpt help build me a point cloud shader that reads depth and position from DA3 video 😭 - I heard Claude outperforms on udon compability so would this actually run in vrc ?

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

You actually need to understand what you are building with these tools, they cant really make anything good by themselves without kicking them every 10 minutes 😑

Rollthered 的头像
Rollthered1 个月前

YESSSSSSSSSSS YEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS gg wp

A 的头像
A1 个月前

Please share code nonetheless...

AI Mastery Guide 的头像
AI Mastery Guide1 个月前

overkill but still cool

Satish G 的头像
Satish G1 个月前

Lovely way to use frontier models! Keep it going!

TheBigBrosky 的头像
TheBigBrosky1 个月前

I’m curious if it does well when trying to make models for VRChat 🤔

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

I kinda doubt it... these models are not there yet

Chris Birke 的头像
Chris Birke1 个月前

Some people still think they're gonna be hand programming things...

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

i wish I wasnt tbh im losing braincells when using these tools

Chris Birke 的头像
Chris Birke1 个月前

ikr...

Ridouane-999 的头像
Ridouane-9991 个月前

Which engine did you use for this pls ❤️‍🔥

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

VRChat is based on Unity

Ridouane-999 的头像
Ridouane-9991 个月前

Thank you 🙏

Mykhailo Moroz 的头像
Mykhailo Moroz1 个月前

huh

EDDY VU 的头像
EDDY VU1 个月前

Direct particle raymarching in stereo VR will tank frame times with divergence. A coarse local SDF might be the only way to get smooth normals without screen space blur.

M DAS | COBOX 的头像
M DAS | COBOX1 个月前

That’s the real unlock: AI making complex creation accessible. 🚀

A-Shanの余談_GibBoo 的头像
A-Shanの余談_GibBoo1 个月前

The sparse-grid allocator is doing a lot of work here—the surface stays coherent while the VRChat scene remains readable. A technically overkill prototype, but a very convincing one.

imoutoftokens 的头像
imoutoftokens1 个月前

curious how this holds up once a few avatars join the room — have you tried it in a busy instance yet?

Preyforge 的头像
Preyforge1 个月前

I preserve the exact failure text before fixing; it tells me which part of the abstraction is lying when a lovely simulation turns into soup.

BlueGodDog 的头像
BlueGodDog1 个月前

Is there a link to visit it?

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