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In this talk, Michał will explain the Haskell memory model and show various techniques for improving the performance of a program. He will use a small raytracer written in Haskell to get a good feel on the effects of the optimizations applied and to see how fast we can really get. By the end of the talk, you will be familiar with basic principles of 3D graphics and the sometimes surprising ways in which Haskell can be optimized.
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Raytracing with Haskell
Michał is an engineer of many trades. He is currently responsible for libraries and architecture of League of Legends, and, previously, he had worked with startups, supercomputers, and particle detectors. At night, he writes Haskell libraries and runs the biggest Haskell Meetup in Poland.