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On the GPU, WoSX reduces warp divergence in its Monte Carlo random-walk solvers using dynamic load balancing through a persistent-threads implementation. PDEs and boundary conditions are written in Slang (shader-slang.org), natively supporting CUDA, Vulkan, and Direct3D.
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Empowering real-time graphics developers with advanced language features and machine learning capabilities.
shader-slang.org
The Slang Shading Language
Rohan Sawhney