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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
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* 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
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* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-3/+3
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* Restore depth of fieldladevieq2021-03-101-1/+1
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* Add naive tonemappingladevieq2021-03-101-0/+12
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* Fix TAA to have infinite accumulationladevieq2021-03-101-2/+4
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* Fix taaladevieq2021-03-091-1/+1
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* Make imgui backend more flexible (display demo scene)ladevieq2021-03-072-3/+6
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* Working hardcoded imgui backendladevieq2021-03-052-4/+6
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* Convert color properly to vec4ladevieq2021-03-051-2/+3
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* Fix imgui vertices renderingladevieq2021-03-052-4/+25
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* Attempt at synchronizing memory writeladevieq2021-03-041-6/+1
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* Attempt at rendering imgui contentladevieq2021-02-192-0/+23
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* Update shaderladevieq2021-02-111-3/+2
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* Use two images for accumulation (TAA style)ladevieq2021-02-101-3/+6
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* Accumulation workingladevieq2021-02-101-10/+12
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* Update fov on window resizeladevieq2021-01-201-1/+3
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* Fix renderingladevieq2021-01-131-2/+1
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* Fix random swapchain out_of_date on presentationladevieq2021-01-121-1/+1
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* Path tracer write to the swapchain imageladevieq2021-01-111-1/+0
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* Attempt to write to swapchain imageladevieq2021-01-101-4/+6
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* Replace old classes with compute shader structsladevieq2021-01-091-9/+9
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* Fix graphical artifacts & make random numbers pools biggerladevieq2021-01-081-8/+8
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* Use 8x8 work groups in compute shaderladevieq2021-01-081-7/+8
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* Use renderdoc for debuggingladevieq2021-01-061-2/+2
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* Customisalbe camera with focus planladevieq2021-01-061-15/+26
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* Dielectric materialsladevieq2021-01-041-5/+39
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* Metallic materialsladevieq2021-01-041-4/+18
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* Add a lambertian scattering functionladevieq2021-01-041-8/+26
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* Fix artifacts and add gamma correctionladevieq2021-01-041-37/+22
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* Lambertian material with random numbers patern repetition artifactladevieq2021-01-031-16/+88
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* Add multi samplingladevieq2021-01-011-15/+23
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* Hit function return hit structladevieq2021-01-011-10/+43
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* Allow dynamic target image resolutionladevieq2021-01-011-1/+1
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* Replace double by floats, fix missing padding issues, display a sphereladevieq2020-12-311-7/+38
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* Gradient clear colorladevieq2020-12-291-1/+7
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* First compute shader imageladevieq2020-12-281-2/+1
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* Compute shader write to imageladevieq2020-12-281-3/+11
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* Usable compute pipeline with input buffer + mem allocatorladevieq2020-12-271-0/+5
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* Target to compile shadersladevieq2020-12-272-0/+28