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Yong He
@csyonghe
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RT @nvidiadeveloper: 🎉@thekhronosgroup launched the Slang Initiative, featuring an #opensource compiler provided by NVIDIA. ➡️ https://t.…
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RT @thekhronosgroup: Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-sourc…
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@SebAaltonen Hi again! I would like to post an update that Slang's WGSL support is almost complete, and we are ready to work with early adopters to address any remaining issues. You can see how the cross compile works in our playground at:
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@SebAaltonen Hi Seb, we are actively working on Slang's WGSL backend right now. We don't have a set date for when it will be available, but it should be ready in Winter 2024. If that is too late for you, please let us know and we can speed up the work there.
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@SebAaltonen Thank you for your considering Slang! Please file any issues you run into on GitHub and we will make sure to address them promptly. We intend to provide a good on-ramp experience to make porting efforts as smooth as possible.
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RT @BartWronsk: Some awesome work of my teammates on differentiable shading language, compatible with HLSL, and interoperable with CUDA/Pyt…
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@palgorithm @marcosalvi @aaronlefohn This is an example that uses autodiff to learn a mipmapped texture.
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@palgorithm @marcosalvi @aaronlefohn Hi Sam, Slang works both as a shading language for D3D/Vulkan (in which case you can use Texture/Samplers), or for PyTorch (via TensorView). See this example for using textures with autodiff:
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RT @nmkettunen: Thrilled to announce our work "Conditional Resampled Importance Sampling and ReSTIR" (SIGGRAPH Asia 2023). We extend RIS an…
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RT @TangentVector: The Slang project is seeking experienced GPU/graphics/AI compiler programmers who want to be part of the development of…
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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
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