At NVIDIA. Languages, compilers, and APIs for real-time. DMs open for folks looking for advice/mentoring. She/her šŸ³ļøā€āš§ļøšŸ³ļøā€šŸŒˆ. Personal acct: @TessFactor.

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.
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
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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
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Theresa Foley retweeted
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
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Theresa Foley retweeted
See our blog post here: developer.nvidia.com/blog/di…
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Theresa Foley retweeted
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!
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It is traditional for programmers to measure our ages in hexadecimal. Today I became 2B, so it only seemed appropriate…
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Be the cyberpunk dystopia you want to see in the world.
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Replying to @aaronlefohn
This is a great talk by @csyonghe, showing how key design decisions Yong made in his Ph.D. work on Slang (advised by @kayvonf) allow the compiler to provide services to real-time ray tracing applications that enable high performance with clean and modular code.
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Theresa Foley retweeted
(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
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Theresa Foley retweeted
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
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Anybody who is excited about the possibilities of Slang can contact me by email/DM. Collaborators are welcome, and also we are hiring: nvidia.wd5.myworkdayjobs.com…
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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
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Theresa Foley retweeted
(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/publicat…
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The renewed conversations around dxc and DXIL are also relevant context for me. The dxc and Slang projects started at similar times, one based on clang/LLVM and the other not. The trade-offs involved in such decisions are nuanced.
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Replying to @tom_forsyth
We are in subtweet-of-a-subtweet territory, and many of us are stuck vaguely alluding to compilers we have worked on/with at various companies, because we aren’t allowed talk specifics. Part of what I saw was talking about the Mesa stack and its ā€œNIR.ā€
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The perception of safety can lead people to ignore the technical reasons why an idea may be less favorable (like the ā€œunstable IRā€ issue). Part of my point is that people aren’t necessarily wrong to do so, given the political aspects of growing a project.
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Replying to @GrandmasterTru
LLVM being seen as a ā€œsafeā€ bet is part of why SPIR happened despite warnings from people like me about the instability issue. I suspect dxc was built on top of clang in part because it was seen as ā€œsafe,ā€ and yet here we are as an industry discussing a re-do on that effort.
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I can attest to the flip side being challenging. If you are sure that the ā€œsafeā€ choice is not the right one for your project, do not expect immediate buy-in and be prepared to do the hard work of explaining and justifying your choice.
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It helps that both LLVM and clang are great technologies with strong communities. They are seldom an outright *bad* choice when they get used.
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Making a ā€œsafeā€ technology choice can reduce perceived risk and help a project gain buy-in and momentum. That is not beneath consideration.
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