From 26be7204b6fff66dc229f2e29d9664c1e95800bc Mon Sep 17 00:00:00 2001 From: Shannon Woods <158105547+swoods-nv@users.noreply.github.com> Date: Mon, 21 Jul 2025 14:40:19 -0400 Subject: [PATCH] Make wave intrinsics post featured --- _posts/2025-07-17-ng-wave-intrinsics.md | 1 + 1 file changed, 1 insertion(+) diff --git a/_posts/2025-07-17-ng-wave-intrinsics.md b/_posts/2025-07-17-ng-wave-intrinsics.md index 6851c55..a7c073e 100644 --- a/_posts/2025-07-17-ng-wave-intrinsics.md +++ b/_posts/2025-07-17-ng-wave-intrinsics.md @@ -7,6 +7,7 @@ tags: [slang] author: "Shannon Woods, NVIDIA, Slang Working Group Chair" image: /images/posts/wave-graphic.webp human_date: "July 17, 2025" +featured: true --- In our journey through neural graphics, we started with [Neural Graphics in an Afternoon](https://shader-slang.org/blog/featured/2025/04/04/neural-gfx-in-an-afternoon/), exploring the exciting possibilities of representing and rendering scenes with machine learning approaches. We then delved into [Neural Graphics: First Principles to Performance](https://shader-slang.org/blog/2025/04/30/neural-graphics-first-principles-performance/), laying down some initial strategies for making these techniques practical. Now, we're ready to roll up our sleeves and explore more advanced performance optimizations, using our familiar 2D differentiable Gaussian splatting example as a testbed.