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kari_mikumao Projects

Rendering and creative tools

WMMD

A layered Rust engine for MMD: PMX/VMD playback, three physics backends, and a wgpu toon renderer designed to be embedded in editors, AR hosts, VJ tools, and offline renderers.

  • WMMD
  • rendering
  • physics
  • MMD

WMMD is a hostable MikuMikuDance runtime and rendering backend written in Rust. It investigates a modern technical foundation for MMD creation while respecting the workflows and creative freedom that made the community possible.

The same codebase powers a desktop editor today and is designed to be embedded elsewhere: VJ tools, AR and VR runtimes, game engines, mocap pipelines, and offline renderers.

What works today

  • PMX/PMD model loading and VMD animation playback, with texture analysis and material inference.
  • Full MMD physics — spring bones, rigid bodies, and joints — on a Bullet backend by default, with a pure-Rust fallback, a clean-room PGS solver, and an experimental XPBD cloth engine.
  • An IK solver with VMD IK on/off track support.
  • A wgpu toon renderer: forward pass, WBOIT transparency, SSAO and optional ray-traced AO, IBL, ESM soft shadows, and bloom — plus an EEVEE-like second backend carrying depth of field and motion blur.
  • Headless offscreen rendering with golden-image snapshot tests, and a pluggable host layer.

Current framing

The project is under active research and development. It is not publicly released, and this page does not claim otherwise; the work is recorded here as architecture notes and verified capability rather than as a product announcement.

Technical notes

The engineering is documented in the Lab: