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Mykhailo Moroz
@Michael_Moroz_
Love physics simulations and rendering algorithms Lead Research Engineer at @ZibraAI michael-moroz.bsky.social Discord: misha.m.
Warsaw, Poland
Joined March 2017
Posts
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    Finally implemented fluid ray tracing😤. Works in 60fps in real time on my mobile GPU. Now full internal reflection and fluid depth is properly accounted for. More cool rendering features to come 🙌 #realtimeVFX #ZibraLiquids #unity3d #Simulation #gamedevelopment
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    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.
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    Made a GPU particle based curtain simulation in VRChat, next I'm going to actually use a proper mesh for rendering, should be really cool.
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    Continuing working on foam, added partial foam occlusion from liquid absorption and a bit better foam physics
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    Decided to implement this as a compute shader. Looks very nice with millions of points! I've also made the beta parameter parametrize the color by a spectrum function. compute.toys/view/736
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    The fluid simulation plugin for Unity I've been working on for these months has finally released on the Unity Asset Store! Check it out: u3d.as/2EC7 Also you can check out the free version: u3d.as/2ENF If you have any questions: discord.gg/3hSqeCcDTp
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    I've been playing VRChat recently so decided to make a water simulation shader. This is basically a carbon copy of the WebGL water demo, but in VR
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    Finally figured out how to hack GPU vertex/index buffers in unity meshes, now I can use native unity materials and rendering for the liquid mesh 😤. Meaning all the rendering stuff you can have in unity you can have here too. It is a bit slower tho due to some Unity limitations😔
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    Implemented liquid force fields based on SDFs. Now liquids can take any form 🧐. Next on the list is to finally add skinned mesh support for this to work with character models. #ZibraLiquids
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    So I kinda got mesh fitting working, taking a simulation mesh and fitting it on top of a given mesh. For a test I used a simple skirt, but there would still be lots of work to make it work on my avatar as an actual skirt. Different mesh topologies are gonna be just as hard to add
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    Emergence is truly a fascinating thing, one moment you mess with random fluid systems, and the other moment cellular life emerges. Yeah, those things even have a cell structure, idk how that happened, but its amazing. shadertoy.com/view/Wt2BR1
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    Made a volumetric bidirectional path tracer in shadertoy. Basically tracing a laser path, and then trying to connect the camera path with the laser path using importance sampling. shadertoy.com/view/7tjSDh
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    Took me a month, but the blog post is finally finished! 🫡 Here I'll explain how to write up a generalized space time geodesic ray tracer in GLSL, as well as going in-depth into Lagrangian/Hamiltonian mechanics with derivations of the geodesic equations!👀 michaelmoroz.github.io/TracingGeodesi…
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    After some messing around I've switched to a different simulation method, with precomputing the neighboring vertices into a texture. I've made a tool that converts unity cloth's into shader based cloths. Here as a demo I'm trying a 30k vertex mesh. Still lots of work ahead tho
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