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Mykhailo Moroz
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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
michaelmoroz.github.io/about/
Joined March 2017
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  • user avatar
    Mykhailo Moroz
    @Michael_Moroz_
    Dec 3, 2021
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Dec 18, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Dec 11, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Nov 22, 2022
    Continuing working on foam, added partial foam occlusion from liquid absorption and a bit better foam physics
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    Mykhailo Moroz
    @Michael_Moroz_
    Nov 18, 2023
    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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    Differential Eqns
    @diff_eq
    Nov 18, 2023
    3D bifurcation diagram johndcook.com/blog/2021/07/3…
    310K
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    Mykhailo Moroz
    @Michael_Moroz_
    Oct 20, 2021
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Nov 5, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    May 14, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Apr 22, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Dec 27, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Aug 25, 2020
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Jul 29, 2021
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Sep 11, 2022
    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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    Mykhailo Moroz
    @Michael_Moroz_
    Jan 3, 2023
    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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    146K

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