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* Refactor bvh fileladevieq2022-07-112-0/+278
* Refactor includes & improve compile timeladevieq2022-07-1112-54/+65
* Thirdparty includes flagged as SYSTEMladevieq2022-07-106-7/+9
* Add tracy profilerladevieq2022-07-102-8/+12
* Improve compilation timeladevieq2022-07-1011-151/+142
* Fix formatting and lintingladevieq2022-06-155-215/+218
* Merge branch 'master' of github.com:ladevieq/path-tracerQuentin LADEVIE2022-03-031-2/+1
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| * Setup clang-tidy using clangdladevieq2022-02-282-5/+5
* | Primitive renderpass api & use handle for low level api resourcesQuentin LADEVIE2022-03-039-731/+937
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* Make bindless descriptor a private member of vkapiQuentin LADEVIE2022-02-243-6/+9
* Choose a device queue based on queue usagesQuentin LADEVIE2022-02-241-3/+4
* Select a physical based on supported vulkan featuresQuentin LADEVIE2022-02-171-13/+97
* Fixes artifacts when moving in the sceneQuentin LADEVIE2022-02-163-15/+15
* High level buffer classladevieq2022-02-146-105/+138
* Improve image barrier codeladevieq2022-02-134-112/+116
* Compute shader render pass apiladevieq2022-02-075-88/+152
* Fix barriersladevieq2022-01-162-15/+23
* Api manage resources lifetimeladevieq2021-09-273-30/+40
* Refactor gltf loading and triangles attributesladevieq2021-09-265-138/+113
* Load gltf materials + diffuse and specular brdfladevieq2021-09-065-30/+183
* White furnace test on gltf scenes & load normalsladevieq2021-09-013-104/+125
* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-223-99/+93
* Use simd for vec3 computationsladevieq2021-08-204-75/+95
* Fix release buildsladevieq2021-08-193-0/+12
* Improve gltf loadingladevieq2021-08-153-43/+92
* Bindless graphics pipelineladevieq2021-08-092-180/+149
* Bindless compute pipelinesladevieq2021-08-086-104/+164
* Fix modifiers key on windowsladevieq2021-08-052-2/+2
* Add space key to xcb windowladevieq2021-08-052-1/+4
* Fix black bordersladevieq2021-08-041-2/+2
* Use buffer device address with push constantsladevieq2021-08-043-59/+33
* Add copy_buffer functions to vk apiladevieq2021-08-032-30/+30
* Make geometry and bvh buffer gpu onlyladevieq2021-08-012-5/+62
* Pack bvh nodes, optimize vertices sizeladevieq2021-08-012-5/+3
* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-014-51/+21
* Allocate ressources based on virtual frames countladevieq2021-07-251-49/+49
* Slowly rendering sponzaladevieq2021-07-253-84/+88
* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-255-43/+202
* Clean up includes, scene class, simplify scene buffer access from mainladevieq2021-07-246-156/+122
* Depth first ordered bvhladevieq2021-06-211-1/+1
* Split on the largest axis on BVH generationladevieq2021-06-192-25/+39
* Add dof toggler & attempt to use bvhladevieq2021-05-232-1/+6
* Naive BVH working + camera simple camera rotationladevieq2021-05-232-1/+29
* Wip BVH + BVH debugging toolsladevieq2021-05-162-5/+25
* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-123-10/+18
* Remove remaining pregenerated random numbersladevieq2021-04-012-6/+3
* Fix linux buildladevieq2021-04-013-4/+14
* Remove most precomputed random numbersladevieq2021-03-311-35/+25
* FPS counterladevieq2021-03-291-0/+1
* BVH simple implementationladevieq2021-03-294-10/+12