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* Interleave fields in the ray shader structladevieq2026-09-033-23/+5
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* Fix some descriptor heap usage errorsladevieq2026-08-242-50/+15
| | | | Change VKCHECK macro
* Packed scene metadata fieldsladevieq2026-08-181-15/+18
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* Rework feature detectionladevieq2026-08-181-9/+5
| | | | Change target spriv version to support untyped pointers in shaders
* Finished descriptor heaps implementationladevieq2026-08-186-123/+75
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* Change shaders push constants to reflect vulkan binding refactorladevieq2026-05-057-123/+218
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* Remove cmake and vcpkg, use a batch file insteadladevieq2026-05-051-27/+0
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* Working transmittance shaderladevieq2026-01-231-27/+34
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* Add physical devices limits testsQuentin LADEVIE2025-12-261-16/+19
| | | | Complete transmittance LUT computation shaders
* Use build.bat for buildingladevieq2025-12-242-1/+84
| | | | | Everything is included in main.cpp Do not rely on vcpkg anymore
* Fix mesh loading for new APIladevieq2025-01-263-9/+20
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* Working api prototypeladevieq2025-01-182-11/+28
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* Fix some compilation warnings + release buildladevieq2023-03-121-5/+7
| | | | Fix element by element copy of imgui vertices
* Change freelist implementationladevieq2023-03-052-5/+1
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* Start presentation abstraction designladevieq2023-02-031-1/+1
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* Graphics pipeline and rendering implementationladevieq2023-02-033-22/+25
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* Graphics pipeline renderingladevieq2023-01-312-17/+21
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* Working compute api with uniformsladevieq2023-01-253-3/+65
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* Api test bindless and command buffersQuentin LADEVIE2023-01-222-1/+20
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* Fix materialsladevieq2022-09-111-1/+0
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* Interpolation function & no more triangle structure in shaderladevieq2022-07-073-20/+16
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* Improve image barrier codeladevieq2022-02-131-3/+2
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* Compute shader render pass apiladevieq2022-02-071-2/+3
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* Fix barriersladevieq2022-01-161-0/+3
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* Functions that fill triangle structure from idladevieq2021-09-292-64/+83
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* Refactor gltf loading and triangles attributesladevieq2021-09-269-19/+393
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* Refactor compute shaderladevieq2021-09-252-347/+21
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* Convert texture to linear & output to srgbladevieq2021-09-251-4/+34
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* Load gltf materials + diffuse and specular brdfladevieq2021-09-061-46/+152
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* White furnace test on gltf scenes & load normalsladevieq2021-09-011-34/+69
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* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-222-157/+189
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* Fix bvh debug viewladevieq2021-08-211-18/+30
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* Bindless graphics pipelineladevieq2021-08-094-11/+23
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* Bindless compute pipelinesladevieq2021-08-082-13/+40
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* Use buffer device address with push constantsladevieq2021-08-041-32/+39
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* Pack bvh nodes, optimize vertices sizeladevieq2021-08-011-30/+24
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* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-011-12/+9
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* Slowly rendering sponzaladevieq2021-07-251-32/+22
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* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-251-16/+88
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* Depth first ordered bvhladevieq2021-06-211-58/+21
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* Split on the largest axis on BVH generationladevieq2021-06-191-15/+2
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* Fix BVH traversal and use PCG instead of wang hashladevieq2021-05-251-14/+21
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* Add dof toggler & attempt to use bvhladevieq2021-05-231-54/+64
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* Wip BVH + BVH debugging toolsladevieq2021-05-161-56/+74
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* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-121-17/+28
| | | | accumulation
* Remove remaining pregenerated random numbersladevieq2021-04-011-4/+11
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* Remove most precomputed random numbersladevieq2021-03-311-24/+32
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* BVH simple implementationladevieq2021-03-291-5/+54
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* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-0/+28
| | | | implementation
* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-3/+3
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