Issues
- 0
thesis
#54 opened by Popperelay - 3
Does not work on Linux Nvidia driver
#52 opened by danilw - 5
- 2
- 0
- 1
Modifiers for Environmental Situations
#49 opened by johnr14 - 0
Optimize Volume Raycasting
#41 opened by CaffeineViking - 0
Re-organize GUI and Polish Demo
#44 opened by CaffeineViking - 0
Infrastructure for Gathering Data
#48 opened by CaffeineViking - 0
Artifacts in Fullscreen
#47 opened by CaffeineViking - 1
- 0
Implement a Simulation Pass
#17 opened by CaffeineViking - 0
- 0
Implement Level of Detail Scheme
#43 opened by CaffeineViking - 2
Implement Phone-Wire AA
#29 opened by CaffeineViking - 0
Implement Multi-Layer Alpha Blending
#46 opened by CaffeineViking - 0
- 1
Simulate ADSM in Volume Rendering
#45 opened by CaffeineViking - 2
Adjust Depth Buffer for Volume Rendering
#39 opened by CaffeineViking - 1
Integrate Dominik's Hair Compute Pass
#15 opened by CaffeineViking - 1
- 1
- 1
Find a Isosurface in the Density Volume
#37 opened by CaffeineViking - 1
- 1
Try Volume AO with GPU Raycasting
#32 opened by CaffeineViking - 0
Integrate a "Fake" Strand Thickness
#34 opened by CaffeineViking - 1
Generate the Min/Max MIP Volume
#35 opened by CaffeineViking - 1
Detach Raytracer from the Rendering Thread
#33 opened by CaffeineViking - 1
- 1
- 1
Estimate AO with the GPU Raymarcher
#27 opened by CaffeineViking - 1
Make PCF Loop Bounds Constant
#22 opened by CaffeineViking - 1
- 0
Pre-Filter the Density Volume
#21 opened by CaffeineViking - 0
- 0
Write the GPU Voxelization Algorithm
#24 opened by CaffeineViking - 1
1024³ Voxelization Crashes
#23 opened by CaffeineViking - 3
Visualize Hair Strand Density as a AO-term
#19 opened by CaffeineViking - 3
Voxelize the Hair into a Density Volume
#18 opened by CaffeineViking - 1
Add Simple Blinn-Phong Mesh Renderer
#14 opened by CaffeineViking - 1
Implement "Approximated Deep Shadows"
#11 opened by CaffeineViking - 1
Add Vulkan Timestamp Queries and Plots
#16 opened by CaffeineViking - 1
Manually Fix SPIR-V Binding Collisions
#13 opened by CaffeineViking - 1
Implement Basic Shadow Mapping Pipeline
#10 opened by CaffeineViking - 1
Convert HLSL OIT Shaders to SPIR-V
#12 opened by CaffeineViking - 3
- 1
Integrate Raytracer into the Swapchain
#9 opened by CaffeineViking - 2
- 1
- 1