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Vulkan2021
VkCV Framework
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a17cba0041ef4f3b59e8ae8012f4923edcf1b55e
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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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0.2.0
0.1.0
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Created with Raphaël 2.2.0
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Update version in doxyfile
========== VkCV-0.2.0 ==========
0.2.0 master
0.2.0 master
Merge branch 'develop' into 132-denoising-module
Add changes to framework from previous work on denoiser module improving shader compilation
Fix problem with subdirectories when using internal headers for compiling from source
Adjusted code to use sample shaders from other submodules
Some changes to make shaders compile
Shadow denoiser shaders compile but still need assembly
Implement skeleton shaders to use shadow denoiser
Improve shader compiler support for different use cases
Adjust file read and write functionality
Merge branch 'develop' into 132-denoising-module
Adjust shader module
Initial files for the denoising module
Merge branch '133-tone-mapping-module' into 'develop'
Add doxygen group comments
Use tone mapping module in projects reducing code, add normalizing
Add tone mapping module and gamma correction effect
Adjust shader compiler for cross compatible extension
Merge branch 'develop' into 125-cross-vendor-mesh-shader-support
Add installation targets for libraries and headers
Merge branch '128-raytracing-module-improvements' into 'develop'
Replace screenshot for rt example project
Fix issue with material default texture filling
Add upscaling and gui to rt project
Allow compaction of bottom-level acceleration structures to improve memory usage
Add sponza as example scene for ray tracing
Improve descriptor set writes
Add stride to vertex buffer bindings and fix issues with non-interleaved usage in acceleration structures
Correct camera in rt project
Fix building acceleration structures from static scenes
Allow building acceleration structures from multiple geometry data elements
First changes in scene module to allow creation of acceleration structures from static scene graph
Fix alignment issue of geometry buffers for ray tracing
Implement top-level acceleration structures in framework and reduce code in realtime ray tracing example via substitution
Implement bottom-level acceleration structures in framework via own manager and handles
Cleanup required features and adjusted context allocator create flags
Prepare acceleration structures in framework and reduce code of rtx project
Implement ray tracing pipeline inside of framework with own pipeline manager
Replace extension usage in mesh shader project
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