frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

Open in hackernews

Mipmap selection in too much detail

https://pema.dev/2025/05/09/mipmaps-too-much-detail/
99•luu•10mo ago

Comments

pema99•10mo 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•10mo 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•10mo ago
Cool resource, haven't seen this before
PaulDavisThe1st•10mo 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•10mo ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•10mo 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•10mo 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•10mo ago
I have close to zero experience with web development, I guess it shows
aeonik•10mo ago

    "You couldn’t implement these functions yourself - they are magic intrinsics which are implemented in hardware"
But why?
pema99•10mo 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•10mo 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•10mo ago
Ap Kon he
kajkojednojajko•10mo 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•10mo ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•10mo 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•10mo 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•10mo 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).

South Korea Mandates Solar Panels for Public Parking Lots

https://www.reutersconnect.com/item/south-korea-mandates-solar-panels-for-public-parking-lots/dGF...
63•_____k•1h ago•37 comments

Founder of GitLab battles cancer by founding companies

https://sytse.com/cancer/
655•bob_theslob646•6h ago•160 comments

CSS is DOOMed

https://nielsleenheer.com/articles/2026/css-is-doomed-rendering-doom-in-3d-with-css/
160•msephton•3h ago•43 comments

OpenBSD on Motorola 88000 Processors

http://miod.online.fr/software/openbsd/stories/m88k1.html
26•rbanffy•1d ago•0 comments

Further human + AI + proof assistant work on Knuth's "Claude Cycles" problem

https://twitter.com/BoWang87/status/2037648937453232504
132•mean_mistreater•5h ago•95 comments

AI overly affirms users asking for personal advice

https://news.stanford.edu/stories/2026/03/ai-advice-sycophantic-models-research
506•oldfrenchfries•10h ago•398 comments

The first 40 months of the AI era

https://lzon.ca/posts/other/thoughts-ai-era/
93•jpmitchell•5h ago•34 comments

Linux is an interpreter

https://astrid.tech/2026/03/28/0/linux-is-an-interpreter/
155•frizlab•7h ago•30 comments

OpenCiv1 – open-source rewrite of Civ1

https://github.com/rajko-horvat/OpenCiv1
77•caminanteblanco•6h ago•25 comments

I decompiled the White House's new app

https://thereallo.dev/blog/decompiling-the-white-house-app
351•amarcheschi•8h ago•124 comments

Meta Partners with Arm to Develop New Class of Data Center Silicon

https://about.fb.com/news/2026/03/meta-partners-with-arm-to-develop-new-class-of-data-center-sili...
27•eatonphil•4d ago•4 comments

InpharmD (YC W21) Is Hiring – Senior Ruby on Rails Developer

https://inpharmd.com/jobs/senior-ruby-on-rails-engineer
1•tulasichintha•3h ago

I Built an Open-World Engine for the N64 [video]

https://www.youtube.com/watch?v=lXxmIw9axWw
340•msephton•12h ago•58 comments

1929: Inside the Greatest Crash in Wall Street History

https://www.nybooks.com/articles/2026/03/26/tick-tick-boom-1929-andrew-ross-sorkin/
39•mitchbob•3d ago•38 comments

Cocoa-Way – Native macOS Wayland compositor for running Linux apps seamlessly

https://github.com/J-x-Z/cocoa-way
297•OJFord•14h ago•93 comments

Undroidwish – a single-file, batteries-included Tcl/Tk binary for many platforms

https://androwish.org/home/wiki?name=undroidwish
62•smartmic•7h ago•3 comments

Detecting file changes on macOS with kqueue

https://www.vegardstikbakke.com/kqueue/
62•benhoyt•4d ago•9 comments

Spanish legislation as a Git repo

https://github.com/EnriqueLop/legalize-es
689•enriquelop•12h ago•212 comments

Stop picking my Go version for me

https://blog.howardjohn.info/posts/go-mod-version/
7•ingve•2h ago•0 comments

Computer chip material inspired by the human brain could slash AI energy use

https://www.cam.ac.uk/research/news/new-computer-chip-material-inspired-by-the-human-brain-could-...
6•hhs•1h ago•1 comments

TreeTrek – A raw Git repository viewer web app

https://repo.autonoma.ca/treetrek
4•maxloh•1h ago•2 comments

My heuristics are wrong. What now?

https://brooker.co.za/blog/2026/03/20/ic-leadership.html
29•herbertl•4d ago•3 comments

rpg.actor Game Jam

https://rpg.actor/jam
62•Kye•8h ago•5 comments

Circuit-level PDP-11/34 emulator

https://github.com/dbrll/ll-34
45•elvis70•8h ago•5 comments

Private equity turned vulnerable elderly people into human ATMs

https://www.theguardian.com/society/2026/mar/28/the-great-care-home-cash-grab-how-private-equity-...
67•mordechai9000•2h ago•34 comments

Improved Git Diffs with Delta, Fzf and a Little Shell Scripting

https://nickjanetakis.com/blog/awesome-git-diffs-with-delta-fzf-and-a-little-shell-scripting
116•nickjj•4d ago•34 comments

ICAO issued new power bank restriction on flight

https://www.icao.int/news/new-power-bank-restrictions-will-safeguard-international-aviation
55•phantomathkg•10h ago•80 comments

Goldman Sachs now reckons that oil could take out the 2008 record of $147

https://www.ft.com/content/360ca227-4d2a-41a4-a05f-41baedc0f7d2
41•bookofjoe•2h ago•16 comments

C++26: A User-Friednly assert() macro

https://www.sandordargo.com/blog/2026/03/25/cpp26-user-friendly-assert
59•jandeboevrie•3d ago•47 comments

Hacking old hardware by renaming to .zip [video]

https://www.youtube.com/watch?v=P1kfuCkWo24
99•abadar•3d ago•76 comments