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Vulkan2021
VkCV Framework
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26757779f63d58fd6234e42273f90b2810b2108a
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10
119-graphicspipeline-refactoring
129-projekte-und-assets-auslagern
132-denoising-module
143-ar-vr-support-via-openxr
43-multi-threading
91-compute-first-network
95-arm64-raspberry-pi-4-support
develop
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[#89] change imageView handling to SwapchainManager and changed Swapchain creation
[#90] create separate descriptor set layout object that can be created before actual descriptor set creation.
[#89] create get focussed window function
Merge branch '76-descriptor-in-multiple-shader-stages' into 'develop'
add mesh shader stages.
Merge branch 'develop' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 76-descriptor-in-multiple-shader-stages
add our own shader stages (back in).
Revert "[#76] WIP: use vk::ShaderStageFlagBits to allow descriptors to use multiple shader stages."
[#89] create Window and Swapchain Manager
[#89] creating Window and Swapchain Handles
Merge branch 'develop' into 89-mehrere-fenster-abhangigkeiten-von-core-zu-fenster-swapchain-etc
Merge branch '109-ci-multithreading' into 'develop'
[#109] set jobs to 4
Straight to the develop
Merge branch '106-indirect-dispatch' into 'develop'
Merge branch '106-indirect-dispatch' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 106-indirect-dispatch
[#106] Tuned motion blur settings slightly
[#106] Fixed minor artifacts due to incorrect motion tile lookup
[#106] Removed some warnings from projects
[#106] Fixed stringstream problem
[#106] Fixed warning with strstream
Merge branch '79-rework-asset-loader-api' into 'develop'
[#79] Changed weird char* to uint8_t... sounds reasonable
[#79] Added doxygen documentation about return values
[#106] Add fast path for motion blur
Merge branch '106-indirect-dispatch' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 106-indirect-dispatch
[#106] Binary motion blur tile classification using indirect dispatch
[#106] Back to pointers
Merge branch 'develop' into 79-rework-asset-loader-api
[#106] Add option to disable motion blur and color copy shader to prepare for per tile optimization
[#106] Return to basics
[#106] Very basic indirect dispatch implementation
[#106] Replace motion tile offset noise with unaligned dither for less visible noise
[#106] Add motion blur mirrored background reconstruction from Jimenez paper
[#106] Use improved sample distribution from Jimenez paper for motion blur
[#94] Added Materials, Spheres and Lights to copmute Shader
[#106] Add hotkey to freeze frame
[#106] Add jitter to motion tile lookup in motion blur to replace hard edges in blur with noise
[#106] Add option to freeze frame for motion blur inspection
[#106] Add grid texture to better judge motion blur
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