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/
Yeah I was aware of iResolution, I just never used the z component, but I guess I should still add it for compatibility.
Mouse zw has no equivalent in Compute toys, so that needs to be added in the first place.
Texture mipmaps for the pass-in/out buffers are not computed unfortunately
May 20, 2025 at 1:51 PM
Of course there are still some minor differences:
* matrix multiplications are not a*b but mul(a,b)
* no GLSL texture types like sample2D / etc
* there are no "Shadertoy" channels, you need to resetup them to use absolute indices of the pass_in/out buffer
May 11, 2025 at 2:37 PM
I mean its just SPH, its not *that* difficult
April 24, 2025 at 10:55 AM
No, its written by me, that's why I can not answer your question easily.
April 24, 2025 at 10:50 AM
uhhhm, shadertoy?
April 24, 2025 at 10:43 AM
The answer to this will require a whole new blog post I'm afraid...
April 24, 2025 at 10:38 AM
I've also tested out using it for nontrilinear stuff as well as volumetric integration
shadertoy.com/view/w3sXzf
shadertoy.com/view/t3sXzX
shadertoy.com/view/t3lSzf
Shadertoy
shadertoy.com
April 23, 2025 at 3:45 PM
I've also finally implemented sorting of the simulation particles, gave quite a nice performance boost (around
3-4x)
April 4, 2025 at 7:32 PM
till surprising to me just how fast this turned out to work, my older attempts at ray tracing density isosurfaces were horrifyingly slow, and on top of that less accurate too, as it was just constant step ray marching.
April 4, 2025 at 7:32 PM
The paper was about tracing SDFs but you can apply it to any isosurface of an interpolated 3D volume, like the liquid density.
April 4, 2025 at 7:32 PM
The Nvidia paper from above also shows how to optimize those intersections quite significantly, giving a fast way to get the coefficients of the cubic as well as how to solve it quickly (would be great if it wasn't patented by Nvidia tho heh...)
April 4, 2025 at 7:32 PM
The ray tracing algo is essentially a 2 level sparse DDA ray marcher which finds voxels with the liquid isosurface passing through them. When its found, a trilinear surface patch ray intersection is performed (solution to a cubic equation shadertoy.com/view/tlycDK)
Shadertoy
shadertoy.com
April 4, 2025 at 7:32 PM
still better tho (or maybe its cause im twitter blue or whatever)
March 21, 2025 at 12:17 AM
But other than that its very similar to my old VRChat fluid sim, except now I can have proper separate particles with their own data that isn't lost (like color in the video)
(also I no longer use Custom Render Targets (they are cursed))
March 20, 2025 at 7:51 PM