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Audacity 4.0

https://github.com/audacity/audacity/releases/tag/Audacity-4.0.0
375•ClydeN•3h ago•89 comments

Elevated Errors for Multiple Models

https://status.claude.com/incidents/461yvfrzpwtt
39•__vivek•25m ago•14 comments

Pre-Release of Polars 2.0

https://pola.rs/posts/announcing-polars-2/
267•komape•6h ago•78 comments

The Browser's Main Thread Is Expensive

https://kciter.so/posts/the-expensive-main-thread/en/
220•kciter•1d ago•72 comments

Invisible Companies

https://colossus.com/article/invisible-companies/
52•ltononro•2d ago•16 comments

What I Learned from My Mom (1941-2026)

https://experimentalliving.substack.com/p/what-i-learned-from-my-mom-1941-2026
105•NaOH•4d ago•6 comments

Intrusive Linked Lists

https://www.data-structures-in-practice.com/intrusive-linked-lists/
20•tripdout•3d ago•3 comments

Gemini 3.8 Flash and 3.8 Flash Cyber

https://blog.google/innovation-and-ai/models-and-research/gemini-models/3-8-flash-and-3-8-flash-c...
1086•bratao•22h ago•617 comments

Muse Spark 1.3

https://developer.meta.com/ai/models/muse-spark/
634•bvaldivielso•18h ago•416 comments

9 Mothers (YC P26) Is Hiring in Austin, TX

https://9mothers.com/careers
1•ukd1•1h ago

Fish Bad, Sugar Good and Other Medieval Ideas About Food

https://lithub.com/fish-bad-sugar-good-and-other-medieval-ideas-about-food/
47•mooreds•2d ago•31 comments

Nvidia to Acquire Hugging Face

https://blogs.nvidia.com/blog/nvidia-to-acquire-hugging-face/
72•tosh•1h ago•22 comments

Claude for Commerce Agents

https://claude.com/blog/claude-for-commerce-agents
29•ashazal•4h ago•30 comments

Three sites made 215,128 “best software” pages for AI. Perplexity cites them

https://trellner.com/reports/manufactured-sources-behind-ai-recommendations/
471•jakobgreenfeld•23h ago•228 comments

Google avoids a breakup of its ad tech business

https://www.nytimes.com/2026/09/02/technology/google-ad-tech-remedies.html
427•donohoe•23h ago•302 comments

Amazon Stonehenge: Parque Arqueológico do Solstício

https://en.wikipedia.org/wiki/Parque_Arqueol%C3%B3gico_do_Solst%C3%ADcio
6•nycdatasci•3d ago•3 comments

The Computer Museum of America reclamation project

https://computer-museum.org/wp/
72•rbanffy•2d ago•29 comments

Three schoolgirls in Kinsale pulled up a pea plant covered in warts (2016)

https://scienceblog.com/b-three-schoolgirls-in-kinsale-pulled-up-a-pea-plant-covered-in-warts-and...
109•DamonHD•6h ago•44 comments

Holden's Lightning Flight

https://en.wikipedia.org/wiki/Holden%27s_Lightning_flight
191•ColinWright•3d ago•41 comments

Can I opt out of my input or output data being used for training?

https://help.mistral.ai/en/articles/455207-can-i-opt-out-of-my-input-or-output-data-being-used-fo...
470•teekert•1d ago•221 comments

Fable 5.1 World Modeling

https://github.com/PhiloLabs/fable51-worlds
296•surreal_•18h ago•84 comments

A dark horse enters China's AI race: StartLux

https://chinaonchina.com/article/chen-dawei-returns-enters-the-large-model-sector
35•try-working•2h ago•12 comments

Reverse Engineering Unknown File Formats with ImHex

https://werwolv.net/posts/file_format_reverse_engineering/
229•carlos-menezes•3d ago•43 comments

Google Antigravity TOS: 3rd party usage can get Google account suspended

https://twitter.com/GergelyOrosz/status/2095453567955968398
60•tosh•2h ago•33 comments

Biggest dark matter detector spots a single weird particle

https://www.science.org/content/article/world-s-biggest-dark-matter-detector-spots-single-weird-p...
322•randycupertino•1d ago•116 comments

Launch HN: RonanRX (YC S26) – Personalized Peptides and GLP-1s

74•lloydarmbrust•15h ago•76 comments

Aging brains blend memories together instead of just forgetting them

https://studyfinds.com/aging-brains-blend-memories-together-instead-of-forgetting-them-study-finds/
310•mdp2021•1d ago•126 comments

Wendell Berry has died

https://www.nytimes.com/2026/08/31/us/wendell-berry-dead.html
214•Curiositry•2d ago•111 comments

Qantas Airbus A380 engine failure in 2010 (2023)

https://admiralcloudberg.medium.com/a-matter-of-millimeters-the-story-of-qantas-flight-32-bdaa62d...
163•gumby•19h ago•96 comments

Engineering of the fastest WebAssembly interpreters

https://wasmi-labs.github.io/blog/posts/wasmi-v2.0/
122•herobird•2d ago•15 comments
Open in hackernews

Mipmap selection in too much detail

https://pema.dev/2025/05/09/mipmaps-too-much-detail/
99•luu•1y ago

Comments

pema99•1y ago
Author here - I imagine this is a bit too niche to get much traction on HN. There's a bit of discussion on bsky https://bsky.app/profile/pema99.bsky.social/post/3lotdtgowf2...
boulos•1y ago
Great writeup!

I can't tell from your GLSL if these would have forced FMAs for a lot of the intermediate product sums. That would probably be a non-trivial effect, particularly for your large anisotropy cases.

The Heckbert paper also describes the basic theory, but you would want to supplement with some of the offline rendering work that followed it. OpenImageIO (OIIO) is pretty widely used, and has gone through several iterations of bug fixing like https://github.com/AcademySoftwareFoundation/OpenImageIO/pul...

But for your purposes, you probably just need to find all the magic epsilons and sign checks to make it match.

pema99•1y ago
Cool resource, haven't seen this before
PaulDavisThe1st•1y ago
Totally fantastic article. I don't do work that overlaps with this at all, but even after 37+ years as a C++ programmer, I found this enlightening, engaging and informative. Thank you very much.
Agentlien•1y ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•1y ago
This is very relevant to what I'm doing. I'm trying to reproduce the MIP pipeline to get anti-aliased procedural details in fragment. specifically converting high frequency details into roughness.
sebastianmestre•1y ago
A while back I read a paper about downsampling normal maps and converting lost detail into roughness

I can try to find it if you want

ImHereToVote•1y ago
Nvidia has a quite blocky MIP selection. Did an Nvidia engineer decide that consumers don't notice, and fixed functioned the hell out of it?
lloeki•1y ago
I for one liked the article! Great visualisations.

There's a bit of nostalgia ;) Brought me back to the days where GL display lists were the fancy thing to do and any kind of non-ff shader were but a wild dream.

AshleysBrain•1y ago
Perfect blog post for HN IMO - any blog title involving "in too much detail" will probably do well! Great job with the post, the visualizations are fantastic.
hmage•1y ago
I have a hunch nvidia's mipmapping algorithm changes if you open nvidia control panel and change texture filtering to "high performance" vs "high quality"
DDoSQc•1y ago
This is great! Would've been really useful a couple months ago when I was refactoring Lavapipe's texture filtering. I worked off the Vulkan spec, which doesn't mention the elliptical transformation. I did notice that the spec says:

> The minimum and maximum scale factors (ρmin, ρmax) should be the minor and major axes of this ellipse.

Where "should" probably means some transformation can be applied (would be "must" otherwise).

Now I'm tempted to implement your visualizations so I can compare my work to your hardware references, and spend more hours getting it closer to actual hardware.

TonyTrapp•1y ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•1y ago
Btw, in case you're not aware, the article is somewhat unreadable on mobile devices because the code blocks can't be scrolled horizontally, so half of the code just doesn't fit on the screen. Also, the long latex formula overflows the screen and causes the entire page to move horizontally.
sebastianmestre•1y ago
Fyi; you can scroll the code blocks if you zoom out until there is no more horizontal scroll on the page

Still sucky but at leas you can read the code

pema99•1y ago
I have close to zero experience with web development, I guess it shows
aeonik•1y ago

    "You couldn’t implement these functions yourself - they are magic intrinsics which are implemented in hardware"
But why?
pema99•1y ago
There simply isn't another way to access registers from one 'thread' on another thread without using an intrinsic. You need that to calculate finite differences. For a long time, the only option was ddx()/ddy(). Now we also wave intrinsics, which you couldn't implement yourself either.
Sharlin•1y ago
You need to access the neighboring pixels (fragments) in a quad to compute d_dx and d_dy, but quads are an implementation detail not exposed to the programmer.
lifelesson701•1y ago
Ap Kon he
kajkojednojajko•1y ago
Insane deep-dive! Framing texture sampling as "Ideally, we’d like to integrate over the projection of the screen pixel onto the texture" was enlightening for me. I particularly enjoyed the explanation of anisotropic filtering because it always seemed like magic to me, and in the context of aligning ellipses on textures it just makes sense :D
gitroom•1y ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•1y ago
This isn't my specialty, and ultimately it really doesn't matter to the core point of this good submission about how the GPU chooses mipmap level to use, however the article gives the impression that we pre-calculate mipmap levels to improve distant aliasing, though the problem they demonstrate is solved with trivial texture filtering.

Mipmaps are a performance optimization[1]. You could just use a 4096x4096 brick texture across your entire game, and then use texture filtering to make it look good both close and far, but that means that rendering a distant wall polygon that might fill just a few pixels of the viewport needs to filter and apply a 16.7 million texel texture, redoing the filtering again and again and evicting everything else from caches just for that one texture. If instead it can apply a 32x32 pre-filtered texture to loads of distant objects, there are obviously massive performance ramifications. Which is why mipmaps are used, letting massive textures be used for those cases where the detail is valuable, without destroying performance when it's just some distant object.

And of course modern engines do the same thing with geometry now, where ideally there is hierarchy of differing level of detail geometry and it will choose the massive-vertices object when it fills the scene, and the tiny, super optimized one when it's just a few pixels.

[1] As one additional note, all major graphics platforms can automatically generate mipmaps for textures...but only if the root is uncompressed. Modern texture compression is hugely compute bound and yields major VRAM savings so almost all games pre-compute the mipmapping and then do the onerous compression in advance.

pema99•1y ago
I agree that mipmapping is an optimization, but I also don't really consider it incorrect or misleading to call it a technique for mitigating aliasing - it's a practical technique for doing so. Fair point though, and perhaps I should have mentioned this.
ahartmetz•1y ago
I didn't even read what these circle images mean, but it's fun to see that AMD and Adreno look the same... because Adreno is AMD / ATI's old mobile architecture that was sold off a long time ago (and an anagram of Radeon).