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PRODID:Linklings LLC
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TZID:Australia/Brisbane
X-LIC-LOCATION:Australia/Brisbane
BEGIN:STANDARD
DTSTART:19920301T030000
TZOFFSETFROM:+1100
TZOFFSETTO:+1000
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BEGIN:VEVENT
DTSTAMP:20191203T080636Z
LOCATION:Plaza Meeting Room P2
DTSTART;TZID=Australia/Brisbane:20191119T110000
DTEND;TZID=Australia/Brisbane:20191119T124500
UID:siggraphasia_SIGGRAPH Asia 2019_sess112@linklings.com
SUMMARY:Watch Your Language
DESCRIPTION:Technical Papers\n\nMitsuba 2: A Retargetable Forward and Inve
 rse Renderer\n\nNimier-David, Vicini, Zeltner, Jakob\n\nModern rendering s
 ystems are confronted with a dauntingly large and growing set of requireme
 nts: in their pursuit of realism, physically based techniques must increas
 ingly account for intricate properties of light, such as its spectral comp
 osition or polarization. To reduce prohibitive rendering tim...\n\n-------
 --------------\nTaichi: A Language for High-Performance Computation on Spa
 tially Sparse Data Structures\n\nHu, Li, Anderson, Ragan-Kelley, Durand\n\
 n3D visual computing data are often spatially sparse. To exploit such spar
 sity, people have developed hierarchical sparse data structures, such as m
 ulti-level sparse voxel grids, particles, and 3D hash tables. However, dev
 eloping and using these high-performance sparse data structures is challen
 ging,...\n\n---------------------\nAutomatically Translating Image Process
 ing Libraries to Halide\n\nAhmad, Ragan-Kelley, Cheung, Kamil\n\nThis pape
 r presents Dexter, a new tool that automatically translates image processi
 ng functions from a low-level general-purpose language to a high-level dom
 ain-specific language (DSL), allowing them to leverage cross-platform opti
 mizations enabled by DSLs. Rather than building a classical syntax-dr...\n
 \n---------------------\nStaged Metaprogramming for Shader System Developm
 ent\n\nSeitz, Jr., Foley, Porumbescu, Owens\n\nThe shader system for a mod
 ern game engine comprises much more than just compilation of source code t
 o executable kernels. Shaders must also be exposed to art tools, interface
 d with engine code, and specialized for performance. Engines typically add
 ress each of these tasks in an ad hoc fashion, with...\n\n\nRegistration C
 ategory: Platinum Pass, Full Conference Pass, Full Conference One-Day Pass
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