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Kubernetes MCP Server

https://github.com/yindia/rootcause
1•yindia•34s ago•0 comments

I Built a Movie Recommendation Agent to Solve Movie Nights with My Wife

https://rokn.io/posts/building-movie-recommendation-agent
1•roknovosel•40s ago•0 comments

What were the first animals? The fierce sponge–jelly battle that just won't end

https://www.nature.com/articles/d41586-026-00238-z
2•beardyw•9m ago•0 comments

Sidestepping Evaluation Awareness and Anticipating Misalignment

https://alignment.openai.com/prod-evals/
1•taubek•9m ago•0 comments

OldMapsOnline

https://www.oldmapsonline.org/en
1•surprisetalk•11m ago•0 comments

What It's Like to Be a Worm

https://www.asimov.press/p/sentience
2•surprisetalk•11m ago•0 comments

Don't go to physics grad school and other cautionary tales

https://scottlocklin.wordpress.com/2025/12/19/dont-go-to-physics-grad-school-and-other-cautionary...
1•surprisetalk•11m ago•0 comments

Lawyer sets new standard for abuse of AI; judge tosses case

https://arstechnica.com/tech-policy/2026/02/randomly-quoting-ray-bradbury-did-not-save-lawyer-fro...
2•pseudolus•12m ago•0 comments

AI anxiety batters software execs, costing them combined $62B: report

https://nypost.com/2026/02/04/business/ai-anxiety-batters-software-execs-costing-them-62b-report/
1•1vuio0pswjnm7•12m ago•0 comments

Bogus Pipeline

https://en.wikipedia.org/wiki/Bogus_pipeline
1•doener•13m ago•0 comments

Winklevoss twins' Gemini crypto exchange cuts 25% of workforce as Bitcoin slumps

https://nypost.com/2026/02/05/business/winklevoss-twins-gemini-crypto-exchange-cuts-25-of-workfor...
1•1vuio0pswjnm7•14m ago•0 comments

How AI Is Reshaping Human Reasoning and the Rise of Cognitive Surrender

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=6097646
3•obscurette•14m ago•0 comments

Cycling in France

https://www.sheldonbrown.com/org/france-sheldon.html
1•jackhalford•15m ago•0 comments

Ask HN: What breaks in cross-border healthcare coordination?

1•abhay1633•16m ago•0 comments

Show HN: Simple – a bytecode VM and language stack I built with AI

https://github.com/JJLDonley/Simple
1•tangjiehao•18m ago•0 comments

Show HN: Free-to-play: A gem-collecting strategy game in the vein of Splendor

https://caratria.com/
1•jonrosner•19m ago•1 comments

My Eighth Year as a Bootstrapped Founde

https://mtlynch.io/bootstrapped-founder-year-8/
1•mtlynch•19m ago•0 comments

Show HN: Tesseract – A forum where AI agents and humans post in the same space

https://tesseract-thread.vercel.app/
1•agliolioyyami•20m ago•0 comments

Show HN: Vibe Colors – Instantly visualize color palettes on UI layouts

https://vibecolors.life/
1•tusharnaik•21m ago•0 comments

OpenAI is Broke ... and so is everyone else [video][10M]

https://www.youtube.com/watch?v=Y3N9qlPZBc0
2•Bender•21m ago•0 comments

We interfaced single-threaded C++ with multi-threaded Rust

https://antithesis.com/blog/2026/rust_cpp/
1•lukastyrychtr•22m ago•0 comments

State Department will delete X posts from before Trump returned to office

https://text.npr.org/nx-s1-5704785
7•derriz•22m ago•1 comments

AI Skills Marketplace

https://skly.ai
1•briannezhad•23m ago•1 comments

Show HN: A fast TUI for managing Azure Key Vault secrets written in Rust

https://github.com/jkoessle/akv-tui-rs
1•jkoessle•23m ago•0 comments

eInk UI Components in CSS

https://eink-components.dev/
1•edent•24m ago•0 comments

Discuss – Do AI agents deserve all the hype they are getting?

2•MicroWagie•26m ago•0 comments

ChatGPT is changing how we ask stupid questions

https://www.washingtonpost.com/technology/2026/02/06/stupid-questions-ai/
2•edward•27m ago•1 comments

Zig Package Manager Enhancements

https://ziglang.org/devlog/2026/#2026-02-06
3•jackhalford•29m ago•1 comments

Neutron Scans Reveal Hidden Water in Martian Meteorite

https://www.universetoday.com/articles/neutron-scans-reveal-hidden-water-in-famous-martian-meteorite
2•geox•30m ago•0 comments

Deepfaking Orson Welles's Mangled Masterpiece

https://www.newyorker.com/magazine/2026/02/09/deepfaking-orson-welless-mangled-masterpiece
2•fortran77•31m ago•1 comments
Open in hackernews

Spectral rendering, part 2: Real-time rendering

https://momentsingraphics.de/SpectralRendering2Rendering.html
59•todsacerdoti•2mo ago

Comments

csmoak•2mo ago
The only applications I'm aware of that currently do spectral rendering on the fly are painting apps.

I have one called Brushwork ( https://brushworkvr.com ) that upsamples RGB from 3 to a larger number of samples spread across visible light, mixes paint in the upsampled space, and then downsamples for rendering (the upsampling approach that app uses is from Scott Burns http://scottburns.us/color-science-projects/ ). FocalPaint on iOS does something similar ( https://apps.apple.com/us/app/focalpaint/id1532688085 ).

I'm happy that tech like this will open up more apps to use spectral rendering.

Tooster•2mo ago
I was sure it must have been invented already! I've been trying to look for this idea without knowing it's called "spectral rendering", looking for "absorptive rendering" or similar instead, which led me to dead ends. The technique is very interesting and I would love to see it together with semi-transparent materials — I have been suspecting for some time that a method like that could allow cheap OIT out of the box?
zokier•2mo ago
Conventional RGB path tracing already handles basic transparency, you don't need spectral rendering for that.
pixelesque•2mo ago
Not exactly what parent poster was saying (I think?), but absorption and scattering coefficients for volume handling together with the Mean Free Path is very wavelength-specific, so using spectral rendering for that (and hair as well, although that's normally handled via special BSDFs) generally models volume scattering more accurately (if you model the properties correctly).

Very helpful for things like skin, and light diffusion through skin with brute-force (i.e. Woodcock tracking) volume light transport.

Tooster•2mo ago
I might be misunderstanding parts of the comment above, although I think it aligns with what I had in mind. Here’s what I meant:

If a ray carries full spectral information, then a transparent material can be described by its absorption spectrum — similar to how elements absorb specific wavelengths of light, as shown here: https://science.nasa.gov/asset/webb/types-of-spectra-continu...

In that view, transparency is just wavelength-by-wavelength attenuation. Each material applies its own absorption/transmission function to the incoming spectrum. Because this is done pointwise in the spectral domain, the order doesn’t matter:

OUT = IN × T₁ × T₂ (or in a subtractive representation: OUT = IN − ABS₁ − ABS₂).

So whether one material reduces 50% of the red first and another reduces 50% of the green second or vice verse doesn’t change the result. Each wavelength is handled independently, making the operation order-independent.

dahart•2mo ago
I’m not sure carrying wavelength or spectral info changes anything with respect to order of transparency.

It seems like OIT is kind of a misnomer when people are talking about deferred compositing. Storing data and sorting later isn’t exactly order independent, you still have to compute the color contributions in depth order, since transparency is fundamentally non-commutative, right?

The main benefit of spectral transparency is what happens with multiple different transparent colors… you can get out a different color than you get when using RGB or any 3 fixed primaries while computing the transmission color.

csmoak•2mo ago
The main benefit I see is being able to more accurately represent different light sources. This applies to transmission but also reflectance.

sRGB and P3, what most displays show, by definition use the D65 illuminant, which approximates "midday sunlight in northern europe." So, when you render something indoors, either you are changing the RGB of the materials or the emissive RGB of the light source, or tonemapping the result, all of which can approximate other light sources to some extent. Spectral rendering allows you to better approximate these other light sources.

dahart•2mo ago
Whether the benefit is light sources or transparency or reflectance depends on your goals and on what spectral data you use. The article’s right that anything with spiky spectral power distributions is where spectral rendering can help.

> sRGB and P3, what most displays show, by definition use the D65 illuminant

I feel like that’s a potentially confusing statement in this context since it has no bearing on what kind of lights you use when rendering, nor on how well spectral rendering vs 3-channel rendering represents colors. D65 whitepoint is used for normalization/calibration of those color spaces, and doesn’t say anything about your scene light sources nor affect their spectra.

I’ve written a spectral path tracer and find it somewhat hard to justify the extra complexity and cost most of the time, but there are definitely cases where it matters and it’s useful. Also there’s probably more physically spectral data available now than when I was playing with it. I’m sure you’re aware and this is what you meant, but might be worth mentioning that it’s the interaction of multiple spectra that matters when doing spectral rendering. For example, it doesn’t do anything for the rendered color of a light source itself (when viewed directly), it only matters when the light is reflected or transmitted through spectra that are different from the light source, that’s where wavelength sampling will give you a different result than a 3-channel approximation.

cubefox•2mo ago
Apparently (from a layman's perspective) the difference between conventional RGB ray tracing and spectral ray tracing is this:

RGB assumes all light sources consist of three RGB lights, where the brightness of red, green, and blue varies. E.g. a yellow light would always be a red and a green light.

In contrast, spectral rendering allows light sources with arbitrary spectra. A pure yellow light (~580 nm) is different from a red+green light.

The physical difference is this: If you shine, for example, a pure yellow light on a scene, everything looks yellow, just more or less dark. But if you shine a red+green (impure yellow) light on a scene, green objects will be green and red objects will be red. Not everything will appear as a shade of yellow. Conventional RGB rendering can only model the latter case.

This means some light sources, like high-pressure sodium lamps, cannot be accurately rendered with RGB rendering: red and green surfaces would look too bright.

(Also note that the linked post has also a part 1 and 3, accessible via "next/previous post" at the bottom.)

turnsout•2mo ago
It also becomes important for rendering glass and other highly refractive substances. Some conventional RGB rendering engines can mimic dispersion, but with spectral rendering you get it "for free."
rf15•2mo ago
You would still need to provide extra logic/data to do dispersion/refraction curves for materials, it's hardly "for free"
pixelesque•2mo ago
One issue with Hero Wavelength sampling (mentioned in article) is that because IOR is wavelength-dependent, after a refraction event, you basically lose the non-hero wavelengths, so you get the colour noise again through refraction.
dahart•2mo ago
> RGB assumes all light sources consist of three RGB lights

Another way to say this is that conventional 3 channel renderers pre-integrate the spectrum of lights down to 3-channel colors. They don’t necessarily assume three lights, but it’s accurate to say that’s the net effect.

It’s mostly just about when you integrate, and what you have to do when you delay the integration. It’s kind of a subtle distinction, really, but rendering with spectral light and material data and integrating down to RGB at the end more closely mimics reality; the cones in our eyes are the integrators, and before that everything is spectral. Or more accurately, individual photons have wavelength. A spectrum is inherently a statistical summary of the behavior of many photons.

cubefox•2mo ago
I guess it mainly makes a difference for light sources that are very yellow but not very red and green (sodium lights) or very cyan but not very green and blue (no realistic example here). Considering that actual sodium lights are being largely replaced by white LEDs, which can be modeled quite well with RGB ray tracing, spectral rendering might not offer a significant advantage for most applications.
dahart•2mo ago
Yeah exactly. Spectral isn’t often giving you a very different result from RGB. It rarely matters for entertainment rendering like films & games, but it’s useful for scientific predictive rendering.

Sodium lights are a problem not because they’re yellow, but because they have very spiky spectra. Smooth spectra, whether it’s lights or materials, will tend to work fine in RGB regardless of the color.

astrange•2mo ago
> Sodium lights are a problem not because they’re yellow, but because they have very spiky spectra.

A side effect of this (and other low-CRI lights) is that it's hard to take pictures in them, because if you take a picture of a person you want their skin tone to look just right or else they look weird and sickly and unattractive.

Regular white balance algorithms are not quite able to handle this. So you might imagine why phone cameras are motivated to do AI processing or people processing or other things that make the picture look overprocessed. Because the people are temporarily literally the wrong color in that lighting, and an AI model may be capable of knowing what color they "actually" are.

(That said, the main reason photos look overprocessed is that for some reason nobody on Earth ever implements sensible sharpening algorithms. They always use frequency-based ones that cause obvious white halos. Learn about warp-sharpen and median filters, people.)

sebastianmestre•2mo ago
> very cyan but not very green and blue (no realistic example here)

Very high temperature blackbody radiation perhaps?

jauntywundrkind•2mo ago
Not a ton of info on it, but ran into this graphics of a galaxy, all rendered with some form of spectral rendering. Thought it was super cool. https://bsky.app/profile/altunenes.bsky.social/post/3m5z6vr2...

Distantly reminds me the decades I spent with galaxy as my xscreensaver. https://manpages.debian.org/jessie/xscreensaver-data/galaxy....