- the article provides a formal definition of a Unit Gradient Field
- compares an SDF to a UGF and possible applications
- presents a visual component to provide further insights
![](/img/posts/graphics-programming-weekly-288/ugf_boundary.png)
- the article presents CPU performance consideration for efficient usage of APIs
- shows the importance of running the right workloads on separate threads
![](/img/posts/graphics-programming-weekly-288/advanced-api-performance-cpus.jpg)
- the blog post describes a new Vulkan raytracing extension that allows the retrieval of positions from a hit shader
- discusses how applications used to fetch position information manually and how this extension will simplify the logic
![](/img/posts/graphics-programming-weekly-288/vulkan-pica_normals.png)
- video recording for the first I3D conference paper session has been released
- the three talks are Interactive Editing of Neural Radiance Fields, A Primitive for Animatable Neural Rendering with Interactive Speed as well as Metameric Inpainting for Image Warping
- the Q&A for each talk is included as well
![](/img/posts/graphics-programming-weekly-288/neural_radience_field.png)
- the second part of the glTF mesh series covers how to interpret mesh data and render from WebGPU
- covers the ASCII and binary format
![](/img/posts/graphics-programming-weekly-288/mesh-avocado.png)
- the article presents the effect of Shader Execution Reordering (SER) on GPU performance
- shows the effect on Cyberpunk 2077 and shows how improved coherence improves performance
- presents how the extension is represented in the DXIL and changes the shaders
![](/img/posts/graphics-programming-weekly-288/ser_dxil.png)
Thanks to Sondre Kongsgård for support of this series.
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