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* 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
* Use renderdoc for debuggingladevieq2021-01-061-2/+2
* Customisalbe camera with focus planladevieq2021-01-061-15/+26
* Dielectric materialsladevieq2021-01-041-5/+39
* Metallic materialsladevieq2021-01-041-4/+18
* Add a lambertian scattering functionladevieq2021-01-041-8/+26
* Fix artifacts and add gamma correctionladevieq2021-01-041-37/+22
* Lambertian material with random numbers patern repetition artifactladevieq2021-01-031-16/+88