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Mykhailo Moroz

@michael-moroz.bsky.social
398 followers 224 following 84 posts

Love physics simulations and rendering algorithms. Currently work at ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/

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Mykhailo Moroz @michael-moroz.bsky.social · 03/09/2026
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 😄
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Mykhailo Moroz @michael-moroz.bsky.social · 28/08/2026
I'm continuing to work on the path tracing renderer for KOTOR 1/2 using the reone rewrite. This time I've integrated DLSS 4.5 RR - and honestly I'm blown away! Its an orders of magnitude better denoiser than NRD, not to mention it even upscales really well.
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Mykhailo Moroz @michael-moroz.bsky.social · 08/08/2026
I've been consider trying to make a more ambitious path tracing project for years now. I thought it would be cool to make it based on one of my favourite games - SW:KOTOR 1 and 2 So I started working on a native vulkan path tracer based on an existing open source engine rewrite.
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Dany Bittel @danybittel.bsky.social · 19/05/2026
A Strawberry. 90 stacks, 88 photos each. 2M splats. @michael-moroz.bsky.social helped out with training it. 👇
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Mykhailo Moroz @michael-moroz.bsky.social · 26/04/2026
crazy cool
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Pema99 @pema99.bsky.social · 23/04/2026
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
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Rune Skovbo Johansen @runevision.bsky.social · 26/03/2026
I know I've been talking about this for over six months now, but I swear I'm working towards releasing the source 😅 - along with an explainer video and a blog post.
The Simpsons Aurora Borealis meme with a chunk of eroded terrain in the background.

Chalmers: Good lord, what is happening over there!?

Skinner: Erosion filter.

Chalmers: E--erosion filter!? Running on the GPU, without simulation, in a single frame, localized entirely to each evaluated point!?

Skinner: Yes.

Chalmers: ...may I see the source?

Skinner: No.
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Monsy! @monsy.monster · 18/02/2026
Figured out a proper Gaussian Splat -> #VRChat workflow using free software and @michael-moroz.bsky.social's implementation. I'm really happy with the result! I made a tutorial on my blog if anyone wants to scan the world and create VRChat maps from it! blog.monsy.monster/gaussian-spl...
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Brian Karis @briankaris.bsky.social · 02/02/2026
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
graphicrants.blogspot.com
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
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Mike Turitzin @miketuritzin.bsky.social · 06/01/2026
I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!
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Morten Vassvik @vassvik.bsky.social · 20/12/2025
Ever seen one of these, and wondered *why* they work? 🧵 This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.
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Mykhailo Moroz @michael-moroz.bsky.social · 03/12/2025
Decided to go back to making Shadertoy fluid sims for for a bit. This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics. shadertoy.com/view/tfyyWD
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Kufi Bean @kufibean.bsky.social · 08/11/2025
I am making clouds for @skipsy.ca's new VRChat world. The clouds render faster than the mountains lol #VRChat
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Mykhailo Moroz @michael-moroz.bsky.social · 11/05/2025
Slang can be made extremely close to GLSL/Shadertoy style of shaders by using a set of defines and typealiases, I've made a template in compute.toyts just for that compute.toys/view/1947 I also ported my most popular shadertoy using it: compute.toys/view/1948
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Mykhailo Moroz @michael-moroz.bsky.social · 05/05/2025
Compute.toys finally got the Slang compiler integrated, which means its finally time to ditch WGSL 🎉🎉 I've ported my FFT to it, coding in it is much nicer. compute.toys/view/1922 Should try something with its autodiff next.
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Mykhailo Moroz @michael-moroz.bsky.social · 03/05/2025
Made a mixed radix FFT implementation in compute.toys/view/1915 It is neat, but I still wonder how do you properly handle large prime factor size FFT's?
compute.toys
Faster Mixed Radix FFT
Forked from https://compute.toys/view/1914 Faster version
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Mykhailo Moroz @michael-moroz.bsky.social · 23/04/2025
I've ported my vrchat isosurface ray tracer to shadertoy and added it to my fluid simulation there. Its probably the fastest multibounce ray tracing for liquids I've made thus far. shadertoy.com/view/w3sXzs
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Mykhailo Moroz @michael-moroz.bsky.social · 06/04/2025
I posted my own implementation of the trilinear isosurface intersection on shadertoy 2 methods, one is the one from jcgt.org/published/00... and the other one is my own idea of using 4 trilinear samples (can use HW samplers here) to reconstruct the cubic. www.shadertoy.com/view/WXS3Rm
shadertoy.com
Shadertoy
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Morten Vassvik @vassvik.bsky.social · 06/04/2025
Managed to get Nvidia Flow (PhysX) to compile and run, after initially failing the other week. Was curious for a quick peek now that it's been open sourced (github.com/NVIDIA-Omniv...) Flow itself isn't CUDA based, but instead uses compute shaders Some higher level observations in the replies 1/?
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Mykhailo Moroz @michael-moroz.bsky.social · 04/04/2025
I've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/00...) Its surprisingly performant for VR resolutions!
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Mykhailo Moroz @michael-moroz.bsky.social · 20/03/2025
Is it me or is bluesky video quality absolute trash
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Mykhailo Moroz @michael-moroz.bsky.social · 20/03/2025
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement @d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
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Mykhailo Moroz @michael-moroz.bsky.social · 09/03/2025
I usually render particle fluids with particles, as it gives the most details, but here I tried using ray marching for the fluid. It certainly is much more liquid like, but at the same time its slower and loses some detail. I wonder if I can improve this. compute.toys/view/1809
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Mykhailo Moroz @michael-moroz.bsky.social · 09/03/2025
I tried to apply my previous simulation approach to model soft bodies. By keeping the initial positions and using those to create springs between particles with spring length being the distance between initial positions its easy to make a soft body sim. compute.toys/view/1807
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Mykhailo Moroz @michael-moroz.bsky.social · 06/03/2025
Been recently looking into fluid simulations again. This time I've testing if I can make a good SPH simulation but only having "average" cell particles. It seems to work surprisingly well, and it doesn't need sorting either. compute.toys/view/1782 Explanation thread👇🧵
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Alex Battaglia @dachsjaeger.bsky.social · 04/03/2025
On a day like this I recommend donating to Ukraine's military units. @serhii-rieznik.bsky.social has a drive going. A fellow Berliner, collecting for Kraken unit to grab them another drone. I can personally vouch for Serhii as an aid organiser who has done great work. www.paypal.com/paypalme/ser...
paypal.com
Pay Serhii Rieznik using PayPal.Me
Go to paypal.me/serhiirieznik and type in the amount. Since it’s PayPal, it's easy and secure. Don’t have a PayPal account? No worries.
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Mykhailo Moroz @michael-moroz.bsky.social · 24/02/2025
There was a severe lack of good volumetrics in VRC, so I decided to make my first VRChat world👀 vrchat.com/home/world/w... The world is based on Room -02- world from どんぐりのお店's BOOTH and the volumetric fog is a modification of this Shadertoy shadertoy.com/view/Wc23Rm
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James Berrow @spacejames.bsky.social · 24/02/2025
Successfully smashing together two neutron stars, to make a #blackhole. The amount of extra resolution you need to simulate a black hole compared to a neutron star is kind of nuts
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Frostie @rubber.moe · 21/02/2025
Met with @michael-moroz.bsky.social
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Pema99 @pema99.bsky.social · 17/02/2025
Today I uploaded my Powder Toy in #VRChat creation as a world, so people who don't know me can play with it: vrchat.com/home/launch?... I also added 10 new elements, including a bunch of explosives which can push around particles when detonated, via a rudimentary wind simulation.
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Pema99 @pema99.bsky.social · 14/02/2025
I made Powder Toy in VRChat! It supports several kinds of liquids and solids, including chemical reactions between them. It's done entirely with fragment shaders and cameras, so I can put it on my avatar.
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Mykhailo Moroz @michael-moroz.bsky.social · 08/01/2025
Almost forgor about this place huh In any case, here is a video of a superfluid simulation www.youtube.com/watch?v=uuGR... As well as the simulation itself compute.toys/view/1640
youtube.com
Superfluid 3D simulation
YouTube video by Mykhailo Moroz
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Sebastian Lague @sebastianlague.bsky.social · 06/12/2024
Hello everyone! I've been experimenting with some different ways of rendering a fluid simulation, and made a video about the journey over here: youtu.be/kOkfC5fLfgE
youtu.be
Coding Adventure: Rendering Fluids
YouTube video by Sebastian Lague
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Mykhailo Moroz @michael-moroz.bsky.social · 02/12/2024
Been trying to figure out a way to get random sequence shuffles cheaply in-place. Seem to have gotten something good enough Perhaps its not the best way(and to be fair idk if there is anything better), but seems to work.
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Mykhailo Moroz @michael-moroz.bsky.social · 30/11/2024
Very cool I guess the TLDR here would be: 1) Properly utilize memory hierarchy (groupshared cache, more register util by computing multiple elements per thread) 2) Less thread divergence = better 3) I guess using something like sum tables to reduce blur compute amount?
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Tuan Kuranes @tuankuranes.eurosky.social · 30/11/2024
Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...
dubiousconst282.github.io
A guide to fast voxel ray tracing using sparse 64-trees
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Mykhailo Moroz @michael-moroz.bsky.social · 30/11/2024
A week ago was trying to replicate the look of the lightbulb from Technology Connections video www.youtube.com/watch?v=dHsk... I didn't get it very similar, but nonetheless it still is a very interesting result. compute.toys/view/1556
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Mykhailo Moroz @michael-moroz.bsky.social · 30/11/2024
Hello everyone 😃 Decided to try jumping ship to Bluesky, hopefully this place is going to be better than twitter in the long run🤞
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