Mykhailo Moroz @michael-moroz.bsky.social · 03/09/2026So 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 😄 1152
Mykhailo Moroz @michael-moroz.bsky.social · 28/08/2026I'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. 160
Mykhailo Moroz @michael-moroz.bsky.social · 08/08/2026I'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. 1141
Reposted by Mykhailo MorozDany Bittel @danybittel.bsky.social · 19/05/2026A Strawberry. 90 stacks, 88 photos each. 2M splats. @michael-moroz.bsky.social helped out with training it. 👇 3457
Reposted by Mykhailo MorozPema99 @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/ 56824
Reposted by Mykhailo MorozRune Skovbo Johansen @runevision.bsky.social · 26/03/2026I 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. 527415
Reposted by Mykhailo MorozMonsy! @monsy.monster · 18/02/2026Figured 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... 191
Reposted by Mykhailo MorozBrian Karis @briankaris.bsky.social · 02/02/2026I'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.comNanite TessellationNanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it... 116250
Reposted by Mykhailo MorozMike Turitzin @miketuritzin.bsky.social · 06/01/2026I 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! 1229055
Reposted by Mykhailo MorozMorten Vassvik @vassvik.bsky.social · 20/12/2025Ever 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. 23910
Mykhailo Moroz @michael-moroz.bsky.social · 03/12/2025Decided 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 1387
Reposted by Mykhailo MorozKufi Bean @kufibean.bsky.social · 08/11/2025I am making clouds for @skipsy.ca's new VRChat world. The clouds render faster than the mountains lol #VRChat 24411
Mykhailo Moroz @michael-moroz.bsky.social · 11/05/2025Slang 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 1242
Mykhailo Moroz @michael-moroz.bsky.social · 05/05/2025Compute.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. 1202
Mykhailo Moroz @michael-moroz.bsky.social · 03/05/2025Made 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.toysFaster Mixed Radix FFTForked from https://compute.toys/view/1914 Faster version 0173
Mykhailo Moroz @michael-moroz.bsky.social · 23/04/2025I'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 2192
Mykhailo Moroz @michael-moroz.bsky.social · 06/04/2025I 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/WXS3Rmshadertoy.comShadertoy 090
Reposted by Mykhailo MorozMorten Vassvik @vassvik.bsky.social · 06/04/2025Managed 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/? 1337
Mykhailo Moroz @michael-moroz.bsky.social · 04/04/2025I'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! 46413
Mykhailo Moroz @michael-moroz.bsky.social · 20/03/2025Is it me or is bluesky video quality absolute trash 330
Mykhailo Moroz @michael-moroz.bsky.social · 20/03/2025I'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. 2536
Mykhailo Moroz @michael-moroz.bsky.social · 09/03/2025I 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 0192
Mykhailo Moroz @michael-moroz.bsky.social · 09/03/2025I 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 1120
Mykhailo Moroz @michael-moroz.bsky.social · 06/03/2025Been 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👇🧵 2223
Reposted by Mykhailo MorozAlex Battaglia @dachsjaeger.bsky.social · 04/03/2025On 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.comPay Serhii Rieznik using PayPal.MeGo 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. 414619
Mykhailo Moroz @michael-moroz.bsky.social · 24/02/2025There 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 1201
Reposted by Mykhailo MorozJames Berrow @spacejames.bsky.social · 24/02/2025Successfully 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 041
Reposted by Mykhailo MorozPema99 @pema99.bsky.social · 17/02/2025Today 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. 23111
Reposted by Mykhailo MorozPema99 @pema99.bsky.social · 14/02/2025I 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. 512938
Mykhailo Moroz @michael-moroz.bsky.social · 08/01/2025Almost 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/1640youtube.comSuperfluid 3D simulationYouTube video by Mykhailo Moroz 0193
Reposted by Mykhailo MorozSebastian Lague @sebastianlague.bsky.social · 06/12/2024Hello 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/kOkfC5fLfgEyoutu.beCoding Adventure: Rendering FluidsYouTube video by Sebastian Lague 2244180
Mykhailo Moroz @michael-moroz.bsky.social · 02/12/2024Been 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. 250
Mykhailo Moroz @michael-moroz.bsky.social · 30/11/2024Very 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? 051
Reposted by Mykhailo MorozTuan Kuranes @tuankuranes.eurosky.social · 30/11/2024Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...dubiousconst282.github.ioA guide to fast voxel ray tracing using sparse 64-trees 0437
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 1183
Mykhailo Moroz @michael-moroz.bsky.social · 30/11/2024Hello everyone 😃 Decided to try jumping ship to Bluesky, hopefully this place is going to be better than twitter in the long run🤞 1110