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Vulkan2021
VkCV Framework
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a7b232627d46c263b435e7eb5501227d02c5105e
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Branches
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
default
master
protected
optimizations
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0.2.0
0.1.0
12 results
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Created with Raphaël 2.2.0
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Added reset button and initial velocity input
Fixed push constants problem
Potential fix for invalid dt
Added apic to transform velocity from grid to particle
Corrected velocity transform but there is still energy increase
Merge branch 'develop' of gitlab.uni-koblenz.de:tfrisch/wobble-bobble-irgendwas into develop
Added lines to visualize grid border
fix artifacts in 3d texture on devices with > 64SM
Corrected weight to explode less
Corrected error with unsigned loop indices
Adjusted values to wooden ball
Adjusted shaders to fix deformation
Used flip and added collisions for particles as well
Added border color to sampler and added weight gradient
Removed grid velocity shader and updated pipelines
Added pic method to update particle velocity
Added elastic force calculation (I think..)
Added barriers to write and read accesses
Added shader to update deformation and forces
Outsourced function voxel_particle_weight() into header for shaders
Avoid division by zero
Potential fix with texture and sampler for grid.vert
Adjusted mod() to actual_mod()
Replaced modulo operator with function
Added pipeline to render grid
Added weight functions to transform step
Fixed update of velocities
Adjusted random function
align particles to face the camera
set trackball camera center to particle volume center
Adjusted changes of graphics pipeline config in wobble_bobble
Merge remote-tracking branch 'upstream/develop' into develop
Refactored graphics pipeline config and optimized sph compute shaders
Added patch list as topology type
Merge remote-tracking branch 'upstream/develop' into develop
Added support for tessellation shader stages
remove deploy stage, mac and win mingw
Added code to the shader updating grid velocities and changed fragment shading
Updating velocities with data from grid
Implemented updating of particle positions
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