Theresa Foley @TangentVector
At NVIDIA. Languages, compilers, and APIs for real-time. DMs open for folks looking for advice/mentoring. She/her 🏳️⚧️🏳️🌈. Personal acct: @TessFactor. github.com/shader-slang/s… The Wired Joined October 2009-
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The Slang project is seeking experienced GPU/graphics/AI compiler programmers who want to be part of the development of an ecosystem for AI-powered real-time graphics. My DMs are open.
The Slang project is seeking experienced GPU/graphics/AI compiler programmers who want to be part of the development of an ecosystem for AI-powered real-time graphics. My DMs are open.
New #NVIDIAResearch paper: SLANG.D: Fast, Modular and Differentiable Shader Programming: shows how a single language serves as a unified platform for real-time, inverse, and differentiable rendering. Collaboration with @MIT, @UCSanDiego, & @UW. 🧵 1/2 nvda.ws/46H4p14
Bringing autodiff to shaders is a challenging task. It takes years of effort to design the language that integrates differentiation as a first-class citizen, allowing autodiff to work seamlessly with custom types, arbitrary control flow, generics and dynamic dispatch.
Bringing autodiff to shaders is a challenging task. It takes years of effort to design the language that integrates differentiation as a first-class citizen, allowing autodiff to work seamlessly with custom types, arbitrary control flow, generics and dynamic dispatch.
See our blog post here: developer.nvidia.com/blog/different…
Slang is an open-source, cross-platform shading language that targets D3D, Vulkan, GLSL, CUDA and C++. Today, it is fully differentiable, which means you can autodiff your existing shader code!
It is traditional for programmers to measure our ages in hexadecimal. Today I became 2B, so it only seemed appropriate…
(1/5) Shading language and real-time rendering innovation are inextricably tied together. In this new talk, Slang researcher, Yong He, describes the details of new language features in Slang, and how they are used by real-time path tracing researchers. youtu.be/DUOn9ek0bdI
We've been co-researching shading language and real-time rendering innovation for years. @TangentVector's recent talk describes the Slang journey from research to production.
We've been co-researching shading language and real-time rendering innovation for years. @TangentVector's recent talk describes the Slang journey from research to production.
(1/10) Slides + Recording of Petrik Clarberg’s GDC/GTC real-time path tracing research talk are now available online #GDC2022 #GTC22 research.nvidia.com/publication/20…
Our real-time path tracers depend on many of Slang's advanced language features, and we co-design Slang language and renderers together. Come see @TangentVector talk about the journey of growing Slang from research to production.
Our real-time path tracers depend on many of Slang's advanced language features, and we co-design Slang language and renderers together. Come see @TangentVector talk about the journey of growing Slang from research to production.
The Women in Compilers and Tools Virtual Meetup will feature Theresa Foley with "Taking the Slang Shading Language From Research to Production". Join us this Thursday, 6pm PDT meetup.com/meetup-group-i… @TangentVector
Are there any (accessible) articles on how programming language design influences *what* gets built with them, particularly articles that contrast the needs of commerce vs. the needs of communities and the public commons?
Deeply frustrating knowing how often I’ve played Casandra in my career, warning people about bad ideas only to have them be implemented anyway, and then realizing that I don’t even get to feel any joy or vindication when people come around years later.
Aras Pranckevičius �.. @aras_p
29K Followers 515 Following Programmer. Worked on Unity game engine 2006-2021. Now mostly tinkering with Blender. ➡️ I'm at https://t.co/wlFKbKVWnr now.𝖒𝖒𝖆𝖑𝖊�.. @mmalex
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16K Followers 1K Following • she/her • poly kinky queer mess • recovering former gamedev • private: @moon_dot_exe • banner: @kiingkiismet •New #NVIDIAResearch paper: SLANG.D: Fast, Modular and Differentiable Shader Programming: shows how a single language serves as a unified platform for real-time, inverse, and differentiable rendering. Collaboration with @MIT, @UCSanDiego, & @UW. 🧵 1/2 nvda.ws/46H4p14
Bringing autodiff to shaders is a challenging task. It takes years of effort to design the language that integrates differentiation as a first-class citizen, allowing autodiff to work seamlessly with custom types, arbitrary control flow, generics and dynamic dispatch.
New #NVIDIAResearch paper: SLANG.D: Fast, Modular and Differentiable Shader Programming: shows how a single language serves as a unified platform for real-time, inverse, and differentiable rendering. Collaboration with @MIT, @UCSanDiego, & @UW. 🧵 1/2 nvda.ws/46H4p14
See our blog post here: developer.nvidia.com/blog/different…
Slang is an open-source, cross-platform shading language that targets D3D, Vulkan, GLSL, CUDA and C++. Today, it is fully differentiable, which means you can autodiff your existing shader code!
@1autumn_leaf @MissouriMTG The cards or the nerd?
@KhonshuSimp @thespikefeeders No, explanations are necessary. This is a teachable moment that can help build awareness and education.
(1/5) Shading language and real-time rendering innovation are inextricably tied together. In this new talk, Slang researcher, Yong He, describes the details of new language features in Slang, and how they are used by real-time path tracing researchers. youtu.be/DUOn9ek0bdI
@TangentVector This is really exciting, even for beginners who aren't advanced shader programmers yet! The amount of crazy things people do in shaders is scary and hopefully with a saner, cleaner language everybody can have fun with 'em!
We've been co-researching shading language and real-time rendering innovation for years. @TangentVector's recent talk describes the Slang journey from research to production.
Folks who would like to learn more about the Slang shading language and our experiences deploying it at NVIDIA can check out the recording of my talk at the LLVM WiCT meetup: youtu.be/XDJdHKIY06E
Did you miss the last WiCT meetup? The recording is now on the LLVM YouTube Channel. Theresa Foley talks about "Taking the Slang Shading Language From Research to Production". youtu.be/XDJdHKIY06E @TangentVector
Just posted to our YouTube Channel - The March WiCT Meetup featuring Theresa Foley speaking about "Taking the Slang Shading Language From Research to Production". youtu.be/XDJdHKIY06E @TangentVector
An important counter to the transphobes' obsession with autism and being trans: (Via @vexwerewolf)
(1/10) Slides + Recording of Petrik Clarberg’s GDC/GTC real-time path tracing research talk are now available online #GDC2022 #GTC22 research.nvidia.com/publication/20…
Our real-time path tracers depend on many of Slang's advanced language features, and we co-design Slang language and renderers together. Come see @TangentVector talk about the journey of growing Slang from research to production.
The Women in Compilers and Tools Virtual Meetup will feature Theresa Foley with "Taking the Slang Shading Language From Research to Production". Join us this Thursday, 6pm PDT meetup.com/meetup-group-i… @TangentVector
The Women in Compilers and Tools Virtual Meetup will feature Theresa Foley with "Taking the Slang Shading Language From Research to Production". Join us this Thursday, 6pm PDT meetup.com/meetup-group-i… @TangentVector
Are there any (accessible) articles on how programming language design influences *what* gets built with them, particularly articles that contrast the needs of commerce vs. the needs of communities and the public commons?
@TangentVector And yeah, it’s totally pointless. I don’t get any satisfaction from being right and going “told you so…”. Instead I get frustrated from the lack of respect, not being listened to, or never getting a chance to voice objectively legitimate concerns in the first place…