Mykhailo Moroz
michael-moroz.bsky.social
Mykhailo Moroz
@michael-moroz.bsky.social
Love physics simulations and rendering algorithms. Currently work at
ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
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
May 11, 2025 at 2:37 PM
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
April 23, 2025 at 3:45 PM
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!
April 4, 2025 at 7:32 PM
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.
March 20, 2025 at 7:51 PM
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
March 9, 2025 at 6:02 PM
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
March 9, 2025 at 12:01 AM
So my second idea was "what if we only average the particles for the force/density computations only". Its not something you can do in Shadertoy, as you need some kind of rasterization to splat the particles on the gird.
Here I show cell averages with mass > 1 with red spheres
March 6, 2025 at 2:38 AM
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👇🧵
March 6, 2025 at 2:38 AM
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
February 24, 2025 at 7:16 PM

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
November 30, 2024 at 4:39 PM
In my GS renderer I used a smoothstep, looked fine enough 🤷‍♂️
November 30, 2024 at 4:16 PM