Skip to content
Snippets Groups Projects

Repository graph

You can move around the graph by using the arrow keys.
Select Git revision
  • 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
  • 0.2.0
  • 0.1.0
12 results
Created with Raphaël 2.2.026Jun2524232221201918171615141312131211109876543131May302928272625242321201918[#82] Add bloom and lense flares to voxel cone tracing projectMerge branch 'develop' into 82-voxel-cone-tracingMerge branch '77-lens-flares' into 'develop'[#69] Additively blend particles and make them look roundedFixed the axis of space[#69] Make particles camera facing, to avoid invisible particles from certain anglesMerge branch '85-mingw-the-messy-compiler-support' into 'develop'[#69] Add buffer memory barrier[#85] Removed implicit vulkan inclusion from GLFW[#69] Enable camera controls[#85] Moved all defines out of the source code into cmake[#85] Adding definitions before compiling modules[#85] Adding defines to save the day in cmake[#85] Pls let it work.[#77] Fixed crash because of unmatching amount of miplevels and descriptor-sets after resizing[#69] made changable particle systems with a bool[#69] add water and space particle[#69] change particle physicsMerge branch '82-voxel-cone-tracing' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 82-voxel-cone-tracing[#82] Correct phase functionMerge branch 'develop' into 69-partikelsystemLast chance MinGW...[#77] Fix validation layer errorsMerge branch 'develop' into 69-partikelsystemMerge branch '82-voxel-cone-tracing' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 82-voxel-cone-tracingcreate separate class for lens flares and bloom.Merge branch 'develop' into 82-voxel-cone-tracingMerge branch 'develop' into 82-voxel-cone-tracingMerge branch '60-kamera-steuerung-mittels-controller' into 'develop'[#82] Increase voxel extent slightly so Sponza is always completely voxelized[#82] More robust and subtle lens distortion[#82] Reduce volumetric sample count to increase performance, add additional noise to hide artifacts[#79][#82] Reduce shadow map resolution for performance[#82] Switch to 16 bit shadow map to save on performance[#82] Add subtle chromatic aberration in high contrast areas[#82] Add light lens distortion[#57] Renamed files to match class and made other attributes const[#82] Add UI toggle[#82] Adjust FoV
Loading