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| author | Yong He <yonghe@outlook.com> | 2018-09-28 10:17:20 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-09-28 10:17:20 -0700 |
| commit | 852ea40dd3bc478bb885e348c12297d6ad738f4a (patch) | |
| tree | d62675c4cda1926a4295cc733dd147a9c5c2e153 /README.md | |
| parent | 648fc9bd6b9018793236e14572dce449710b283d (diff) | |
Update README.md
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -35,7 +35,7 @@ For users getting started with Slang, it may help to start by looking at our exa * The [`model-viewer`](examples/model-viewer/) example shows a more involved rendering application that uses Slang's new language features to perform efficient shader specialization and parameter binding while maintaining clear and modular shader code. -A [paper](http://graphics.cs.cmu.edu/projects/slang/) on the Slang system was accepted into SIGGRAPH 2018, and it provides an overview of the language and the design of the impelemtnation. +A [paper](http://graphics.cs.cmu.edu/projects/slang/) on the Slang system was accepted into SIGGRAPH 2018, and it provides an overview of the language and the compiler implementation. See also Yong He's [dissertation](http://graphics.cs.cmu.edu/projects/renderergenerator/yong_he_thesis.pdf) for the detailed thinking behind the design of the Slang system. The Slang [language guide](docs/language-guide.md) provides information on extended language features that Slang provides for user code. |
