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* Interleave fields in the ray shader structladevieq2026-09-031-5/+4
* Packed scene metadata fieldsladevieq2026-08-181-15/+18
* Finished descriptor heaps implementationladevieq2026-08-181-33/+21
* Change shaders push constants to reflect vulkan binding refactorladevieq2026-05-051-41/+48
* Fix mesh loading for new APIladevieq2025-01-261-7/+10
* Fix materialsladevieq2022-09-111-1/+0
* Interpolation function & no more triangle structure in shaderladevieq2022-07-071-12/+5
* Improve image barrier codeladevieq2022-02-131-3/+2
* Compute shader render pass apiladevieq2022-02-071-2/+3
* Fix barriersladevieq2022-01-161-0/+3
* Functions that fill triangle structure from idladevieq2021-09-291-49/+25
* Refactor gltf loading and triangles attributesladevieq2021-09-261-15/+52
* Refactor compute shaderladevieq2021-09-251-346/+20
* Convert texture to linear & output to srgbladevieq2021-09-251-4/+34
* Load gltf materials + diffuse and specular brdfladevieq2021-09-061-46/+152
* White furnace test on gltf scenes & load normalsladevieq2021-09-011-34/+69
* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-221-151/+183
* Fix bvh debug viewladevieq2021-08-211-18/+30
* Bindless graphics pipelineladevieq2021-08-091-1/+1
* Bindless compute pipelinesladevieq2021-08-081-7/+16
* Use buffer device address with push constantsladevieq2021-08-041-32/+39
* Pack bvh nodes, optimize vertices sizeladevieq2021-08-011-30/+24
* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-011-12/+9
* Slowly rendering sponzaladevieq2021-07-251-32/+22
* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-251-16/+88
* Depth first ordered bvhladevieq2021-06-211-58/+21
* Split on the largest axis on BVH generationladevieq2021-06-191-15/+2
* Fix BVH traversal and use PCG instead of wang hashladevieq2021-05-251-14/+21
* Add dof toggler & attempt to use bvhladevieq2021-05-231-54/+64
* Wip BVH + BVH debugging toolsladevieq2021-05-161-56/+74
* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-121-17/+28
* Remove remaining pregenerated random numbersladevieq2021-04-011-4/+11
* Remove most precomputed random numbersladevieq2021-03-311-24/+32
* BVH simple implementationladevieq2021-03-291-5/+54
* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-0/+28
* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-3/+3
* Restore depth of fieldladevieq2021-03-101-1/+1
* Fix TAA to have infinite accumulationladevieq2021-03-101-2/+4
* Fix taaladevieq2021-03-091-1/+1
* Update shaderladevieq2021-02-111-3/+2
* Use two images for accumulation (TAA style)ladevieq2021-02-101-3/+6
* Accumulation workingladevieq2021-02-101-10/+12
* Update fov on window resizeladevieq2021-01-201-1/+3
* Fix renderingladevieq2021-01-131-2/+1
* Fix random swapchain out_of_date on presentationladevieq2021-01-121-1/+1
* Path tracer write to the swapchain imageladevieq2021-01-111-1/+0
* Attempt to write to swapchain imageladevieq2021-01-101-4/+6
* Replace old classes with compute shader structsladevieq2021-01-091-9/+9
* Fix graphical artifacts & make random numbers pools biggerladevieq2021-01-081-8/+8
* Use 8x8 work groups in compute shaderladevieq2021-01-081-7/+8