Join Us at SIGGRAPH 2025!
Explore the future of graphics development in this hands-on lab introducing #Slang, an open-source, open governance shading language.
Find location and more Khronos-related sessions on our SIGGRAPH webpage: www.khronos.org/events/siggr...
#shadinglanguage #shader
31.07.2025 23:46 โ ๐ 5 ๐ 2 ๐ฌ 0 ๐ 0
Neural Graphics: Speeding It Up with Wave Intrinsics
This new Slang blog focuses on how you can make use of wave intrinsics-- which you may already be familiar with from traditional compute approaches-- to get more performance out of the familiar 2D Gaussian splatting example.
shader-slang.org/blog/2025/07...
#slang
22.07.2025 13:27 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Everything is back up and running in my vulkan renderer after implementing automatic shader mapping/binding using the @shader-slang.bsky.social API.
It's now possible to set shader parameters by name instead of using the raw descriptor set/write API.
#vulkan #gameengine #rendering #gamedev
13.07.2025 19:05 โ ๐ 13 ๐ 3 ๐ฌ 0 ๐ 0
Starting in 1 hour!
08.07.2025 14:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
This session is TOMORROW! Please join us for a "getting started" session on the Slang reflection API! Registration info at this link.
07.07.2025 14:28 โ ๐ 8 ๐ 3 ๐ฌ 0 ๐ 0
Release v2025.12 ยท shader-slang/slang
=== Breaking changes ===
No breaking changes
=== All changes for this release ===
46d0d97 Emit sample index when constructing a OpImageTexelPointer (#7563)
0f098b9 Remove redundant [payload] attrib...
New Slang v2025.12 release includes support for emitting sample indices during OpImageTexelPointer construction, removal of redundant [payload] attributes, a fix for a spirv-opt bug, new arguments for controlling floating point denormal modes, and more..
github.com/shader-slang...
03.07.2025 16:53 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Getting Started with Slang: Reflections API
Join us next week for the next installment of Getting Started with Slang! This webinar will be on the Reflections API.
When: July 8th at 8:00am PDT
Learn more and register: shader-slang.org/event/2025/0...
#Slang #Reflections #API
01.07.2025 14:07 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 2
I can also clarify the answers to some of the Qs I got in Q&A:
- For issues with non-differentiable operations in gfx, like sampling, Slang provides the ability to define your own diff for specific functions (e.g. to "undo" something like sampling) [1/2]
25.06.2025 14:18 โ ๐ 3 ๐ 1 ๐ฌ 1 ๐ 0
Getting Started with Slang: Reflections API
Next in the Getting Started with Slang series, we have a webinar on the Reflections API. Join us on July 8th as we explain the underlying mental model for how #Slang reflects shader code.
Learn more and register: shader-slang.org/event/2025/0...
#shader #API #reflections
25.06.2025 14:45 โ ๐ 6 ๐ 2 ๐ฌ 0 ๐ 0
YouTube video by High-Performance Graphics
HPGย 2025: Dayย 1 - June 23rd
Video of Shannon's talk at HPG is now available!
www.youtube.com/watch?v=SPWD...
25.06.2025 14:13 โ ๐ 4 ๐ 2 ๐ฌ 1 ๐ 0
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
Hi Copenhagen! I'm excited to be giving the first of the Hot3D talks tomorrow at HPG. Hope to see some of my fellow graphics nerds there!
highperformancegraphics.org/2025/program...
22.06.2025 17:54 โ ๐ 21 ๐ 3 ๐ฌ 1 ๐ 0
No fancy engine stuff to show this month, but I've implemented @shader-slang.bsky.social and currently working on automated shader layout + binding. I feel like I'm almost there!
#vulkan #gameengine #gamedev
04.06.2025 18:21 โ ๐ 8 ๐ 2 ๐ฌ 0 ๐ 0
The recording of this talk has been posted! We got some great questions during Q&A. Check it out if you weren't able to attend in person! youtu.be/oGAzYih8I3Q?...
23.05.2025 16:15 โ ๐ 20 ๐ 6 ๐ฌ 0 ๐ 0
Getting Started with Slang: Draw Your First Splat
Join us tomorrow, May 20th, for a hands-on session demonstrating how to draw your first Gaussian Splat using Slang!
Learn more and register: shader-slang.org/event/2025/0...
19.05.2025 13:45 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0
Register now for next week's virtual meetup on how to draw your a Gaussian Splat with Slang!
16.05.2025 14:49 โ ๐ 2 ๐ 2 ๐ฌ 0 ๐ 0
Neural Graphics: From First Principles to Performance
Building on a previous blog on how gradient descent is used to drive Gaussian splatting representations, Working Group Chair, Shannon Woods, explains the changes need to go from that simple example to an implementation that achieves real-time performance.
shader-slang.org/blog/2025/04...
14.05.2025 16:09 โ ๐ 4 ๐ 2 ๐ฌ 0 ๐ 0
Getting Started with Slang: Draw Your First Splat
Getting Started with Slang: Draw Your First Splat
Join us on May 20th for a virtual meetup on how to draw your first Gaussian Splat with Slang! Perfect for graphics programmers interested in getting started with neural techniques.
Learn more and register: shader-slang.org/event/2025/0...
08.05.2025 16:49 โ ๐ 7 ๐ 2 ๐ฌ 0 ๐ 1
Neural Graphics in an Afternoon
In this article, Iโll show you how to write your first neural graphics program with Slang and SlangPy by walking through our 2D Gaussian Splatting example.
I've finally gotten a chance to put together an in-depth introduction to neural graphics for beginners in Slang using a simplified version of our 2D Gaussian splatting example!
shader-slang.org/blog/2025/04...
04.04.2025 22:34 โ ๐ 35 ๐ 10 ๐ฌ 1 ๐ 1
Thank you!
28.03.2025 16:09 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Come join us on Wednesday!
17.03.2025 18:40 โ ๐ 3 ๐ 2 ๐ฌ 0 ๐ 0
3D on the Web
Deploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing
Next week in San Francisco, come join us for 3D on the Web, a special event gathering the brightest minds in #glTF, #WebGL, #WebGPU and #Slang!
See agenda and register: www.khronos.org/events/3d-on...
12.03.2025 16:27 โ ๐ 10 ๐ 3 ๐ฌ 1 ๐ 2
YouTube video by The Khronos Group
Slang Birds of a Feather at SIGGRAPH Asia 2024
Looks like the video from the Slang BOF at #SIGGRAPHAsia2024 was posted while I was AFK on winter break! If you've ever wanted to see if I can pronounce "parameterized polymorphism" clearly, now is your chance: www.youtube.com/watch?v=Gyp7...
08.01.2025 16:29 โ ๐ 16 ๐ 5 ๐ฌ 0 ๐ 0
Shannon Woods from NVIDIA gave a great presentation on Slang at SIGGRAPH Asia. The slides and video are available on the event page: www.khronos.org/events/siggr...
20.12.2024 15:06 โ ๐ 22 ๐ 7 ๐ฌ 0 ๐ 0
Come catch our BOF at SIGGRAPH Asia today! Learn more about the open source Slang initiative from NVIDIA that is now a part of the Khronos Group family!
Learn more: www.khronos.org/events/siggr...
#slang #shading #language #compiler
03.12.2024 21:31 โ ๐ 10 ๐ 4 ๐ฌ 0 ๐ 0
Leftist, former physics guy turned amateur TTRPG developer and teacher
๐ฎ Co-Founder @ Team KwaKwa
๐ง๐ปโ๐ซ Head of Games Programming at SAE Institute Geneva
๐จ Working on Beach Slap with @hoot.bsky.social
๐ฏ Specializing in Rollback multiplayer, Computer Graphics and Game Jam
๐ eliasfarhan.ch
father, husband, software engineer @typefox.bsky.social with roots in 3D computer graphics, Badminton player
PhD student at Stanford working on compilers and graphics
https://ajroot.pl
I like tech, art, and oranges ๐
Senior Technical Artist at Gameloft
. Former Eidos/Square-Enix Mtl
From ๐จ๐ฑ๐๏ธ like Pedrito Pascal
she/her ๐ณ๏ธโโง๏ธ
Game Programmer, Artist, and Musician
Tip me if you like my stuff :3
https://ko-fi.com/juliascheaffer
VFX Compositing Artist / TD
... It's never all done practical
I am an Associate Professor in the School of Computing at Clemson University. I work in the Visual Computing research division, focusing on the acquisition, processing, and synthesis of visual information.
WebGL, WebGPU, ThreeJS, computer graphics, mathematics.
Senior lecturer in Computer Science @ BTH, Sweden. Interested in Data Visualization, Visual Perception, XR, CG, CV, and Gaming. Teaching & coffee โ. Committed lifelong learner. Own opinions. ๐ช๐บ๐๐
๐ต๐น | Web Developer for profit, Game Developer for fun
๐ธ๐ช Developer at W4 Games, working on #GodotEngine. Previously at Frostbite, Avalanche and others.
Creator of the Godot Jolt extension.
๐ข Sr. Software Engineer, Collab Experience at #Twitch | twitch.tv/MisterHex
โฎ๏ธ Previously: #Twitch Extensions, Game Dev
๐ Indie Game Maker, Graphics Coder
๐ ATX
๐ https://rudder.dev
๐โโ๏ธ he/him
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.
https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli
Graphics programmer @ Ice-Pick Lodge, IIDX enjoyer & lousy shitposter. There's barely anything professional on this account. Greatly dislike the current invasion of ukraine.
GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm.
My opinions do not represent any of my current or past employers.