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Created with Raphaël 2.2.024Aug22212019181716141211109632131Jul2927262523201918171615131211109865432130Jun29282625242322212019181716[#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 functionMerge 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-stagesadd 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 HandlesMerge branch 'develop' into 89-mehrere-fenster-abhangigkeiten-von-core-zu-fenster-swapchain-etcMerge branch '109-ci-multithreading' into 'develop'[#109] set jobs to 4Straight to the developMerge 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 strstreamMerge 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 blurMerge 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 pointersMerge 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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