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Creators/Authors contains: "Yang, Xuanda"

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  1. Free, publicly-accessible full text available December 3, 2025
  2. Computations in physical simulation, computer graphics, and probabilistic inference often require the differentiation of discontinuous processes due to contact, occlusion, and changes at a point in time. Popular differentiable programming languages, such as PyTorch and JAX, ignore discontinuities during differentiation. This is incorrect forparametric discontinuities—conditionals containing at least one real-valued parameter and at least one variable of integration. We introduce Potto, the first differentiable first-order programming language to soundly differentiate parametric discontinuities. We present a denotational semantics for programs and program derivatives and show the two accord. We describe the implementation of Potto, which enables separate compilation of programs. Our prototype implementation overcomes previous compile-time bottlenecks achieving an 88.1x and 441.2x speed up in compile time and a 2.5x and 7.9x speed up in runtime, respectively, on two increasingly large image stylization benchmarks. We showcase Potto by implementing a prototype differentiable renderer with separately compiled shaders. 
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  3. High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressivequantization.Low-precision (quantized) numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive and error-prone using a traditional programming language. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based onTaichi, allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance, on a variety of hardware, from mobile devices to workstations with high-end GPUs. We can simulate with levels of resolution that were previously only achievable on systems with much more memory, such as multiple GPUs. For example, on asingleGPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques arecomplementaryto existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance. 
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