ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
#VRChat
#VRChat
I also ported my most popular shadertoy using it:
compute.toys/view/1948
I also ported my most popular shadertoy using it:
compute.toys/view/1948
I've ported my FFT to it, coding in it is much nicer. compute.toys/view/1922
Should try something with its autodiff next.
I've ported my FFT to it, coding in it is much nicer. compute.toys/view/1922
Should try something with its autodiff next.
It is neat, but I still wonder how do you properly handle large prime factor size FFT's?
It is neat, but I still wonder how do you properly handle large prime factor size FFT's?
Its probably the fastest multibounce ray tracing for liquids I've made thus far.
shadertoy.com/view/w3sXzs
Its probably the fastest multibounce ray tracing for liquids I've made thus far.
shadertoy.com/view/w3sXzs
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
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
Flow itself isn't CUDA based, but instead uses compute shaders
Some higher level observations in the replies 1/?
Flow itself isn't CUDA based, but instead uses compute shaders
Some higher level observations in the replies 1/?
Its surprisingly performant for VR resolutions!
Its surprisingly performant for VR resolutions!
Still need to implement
@d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
Still need to implement
@d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
compute.toys/view/1807
compute.toys/view/1807
compute.toys/view/1782
Explanation thread👇🧵
compute.toys/view/1782
Explanation thread👇🧵
www.paypal.com/paypalme/ser...
www.paypal.com/paypalme/ser...
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
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
I also added 10 new elements, including a bunch of explosives which can push around particles when detonated, via a rudimentary wind simulation.
I also added 10 new elements, including a bunch of explosives which can push around particles when detonated, via a rudimentary wind simulation.
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
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
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.
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.
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?
This is the "case study" from my Masterclass at GPC, where I apply a series of optimizations to improve the effective bandwidth of a 3x3x3 blur (a proxy for a huge set of operations on volumetric data)
Check ALT text for (a lot of) context.
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?
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
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