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* Refactor gltf loading and triangles attributesladevieq2021-09-266-57/+44
* Load gltf materials + diffuse and specular brdfladevieq2021-09-066-9/+7933
* White furnace test on gltf scenes & load normalsladevieq2021-09-015-74/+78
* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-224-84/+77
* Use simd for vec3 computationsladevieq2021-08-204-49/+58
* Improve gltf loadingladevieq2021-08-152-16/+24
* Bindless graphics pipelineladevieq2021-08-092-33/+60
* Bindless compute pipelinesladevieq2021-08-083-15/+30
* Fix modifiers key on windowsladevieq2021-08-051-4/+4
* Add space key to xcb windowladevieq2021-08-051-0/+1
* Use buffer device address with push constantsladevieq2021-08-043-4/+4
* Add copy_buffer functions to vk apiladevieq2021-08-031-0/+2
* Make geometry and bvh buffer gpu onlyladevieq2021-08-011-7/+2
* Pack bvh nodes, optimize vertices sizeladevieq2021-08-014-24/+34
* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-014-52/+145
* Allocate ressources based on virtual frames countladevieq2021-07-251-1/+2
* Slowly rendering sponzaladevieq2021-07-253-54/+61
* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-257-37/+163
* Clean up includes, scene class, simplify scene buffer access from mainladevieq2021-07-244-38/+52
* Depth first ordered bvhladevieq2021-06-211-41/+98
* Split on the largest axis on BVH generationladevieq2021-06-193-33/+56
* Fix BVH traversal and use PCG instead of wang hashladevieq2021-05-251-50/+0
* Add dof toggler & attempt to use bvhladevieq2021-05-231-1/+2
* Naive BVH working + camera simple camera rotationladevieq2021-05-232-31/+59
* Wip BVH + BVH debugging toolsladevieq2021-05-163-28/+124
* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-122-2/+6
* Remove remaining pregenerated random numbersladevieq2021-04-011-2/+0
* Fix linux buildladevieq2021-04-011-0/+1
* Remove most precomputed random numbersladevieq2021-03-311-2/+0
* BVH simple implementationladevieq2021-03-295-6/+89
* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-0/+13
* Make it compile on macQuentin Ladevie2021-03-143-2/+7
* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-0/+2
* Add naive tonemappingladevieq2021-03-101-0/+4
* Fix TAA to have infinite accumulationladevieq2021-03-101-1/+1
* Render ui on top of path tracer resultladevieq2021-03-092-2/+3
* Add sampler creation/descruction and draw functions to the apiladevieq2021-03-081-0/+11
* Forward inputs to imguiladevieq2021-03-082-1/+2
* Make imgui backend more flexible (display demo scene)ladevieq2021-03-073-3/+7
* Fix imgui vertices renderingladevieq2021-03-052-4/+1
* Attempt at synchronizing memory writeladevieq2021-03-042-6/+9
* Store bindingsladevieq2021-02-262-0/+4
* Try to render imguiladevieq2021-02-232-4/+5
* Fix framebuffer validation errorsladevieq2021-02-222-6/+8
* Attempt at rendering imgui contentladevieq2021-02-192-3/+20
* Graphics pipeline and renderpass added to the apiladevieq2021-02-182-5/+8
* Attempt using imguiladevieq2021-02-163-7/+16
* Use two images for accumulation (TAA style)ladevieq2021-02-101-1/+1
* Accumulation workingladevieq2021-02-102-2/+4
* Extend API, fix api image creation, attempt at accumulationladevieq2021-02-093-0/+9