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Kimi K3.1 Pro and K3.1 Pro Highspeed

https://www.kimi.ai/blog/kimi-k3-1-pro
356•Jowsey•2h ago•191 comments

Today, we hacked what we'd set out to hack: the iPhone

https://blog.calif.io/p/iphone
466•pavel_lishin•2h ago•301 comments

Apple Music 404 Not Found

https://music.apple.com/this-url-doesnt-exist
124•frizlab•6h ago•33 comments

UUIDv7 doesn't have the properties you think it does

https://alexsci.com/blog/uuidv7-is-weird/
55•ibobev•2h ago•32 comments

Local Wikipedia: Wikipedia, but only for things a half hour walk from you

https://edjefferson.com/localwiki/
1029•sohkamyung•20h ago•204 comments

The Real Kevin Bacon

https://pudding.cool/2026/10/kevin-bacon/
109•xnx•3d ago•35 comments

I turned my TV into a Game Boy Color with a Pokemon town as my home screen

https://twitter.com/robbietilton/status/2111936458923851923
21•scrambled•1h ago•6 comments

The Missed Opportunities of Sonic 06

https://isaacmarovitz.com/posts/sonic-06/
40•ibobev•2h ago•3 comments

Canadians are running out of time to oppose Bill C-22

https://www.eff.org/deeplinks/2026/10/canadians-are-running-out-time-oppose-dangerous-c-22-survei...
135•hn_acker•20h ago•47 comments

How Is Music Possible

https://www.henrikkarlsson.xyz/p/music
33•rafaelc•2h ago•22 comments

Show HN: Impossible Machines: declaratively program the physical world

https://www.impossiblemachines.xyz
29•bhaprayan•19h ago•5 comments

Time Nuts (2005)

http://leapsecond.com/time-nuts.htm
19•jacquesm•1h ago•12 comments

Total Historian

https://www.theideasletter.org/essay/total-historian/
16•benbreen•2h ago•2 comments

Docker is weird

https://codeandcake.dev/posts/2026-10-22-docker-is-weird
790•psxuaw•19h ago•322 comments

LISP Comes of Age (1980)

https://microship.com/lisp-comes-of-age/
34•so-cal-schemer•1d ago•13 comments

Kimi K3.1 scores 55 on Artificial Analysis, placed on the Pareto line

https://artificialanalysis.ai/models/kimi-k3-1-pro
7•theanonymousone•43m ago•0 comments

Animations for System Builders

https://brooker.co.za/blog/2026/10/23/animations.html
8•KraftyOne•2h ago•1 comments

Show HN: Swurf – Swipe through the real web

https://swurf.org/
18•webtjb096•12h ago•4 comments

Can we replace a $150k Looker with a bucket of HTML files?

https://david.lequin.dev/blog/bi-software-is-dead/
45•skadamat•1h ago•26 comments

Gemma-4-26B-A4B with 39-69% less thinking at same accuracy

https://bottlecapai.com/post/thinkingcap-gemma-4-26b/
58•armcat•4h ago•6 comments

Show HN: Searching for optimal strategies in a puzzle game with chance (Drop7)

https://drop7.dev
6•primitivesuave•1h ago•0 comments

Ask HN: If the models are so good, why doesn't OpenAI just start 100 companies?

478•ex-aws-dude•22h ago•530 comments

The foolishness of "natural language programming" (1978)

https://www.cs.utexas.edu/~EWD/transcriptions/EWD06xx/EWD667.html
335•xiaoyu2006•18h ago•224 comments

Job loss and cortisone mania

https://tilschuenemann.de/job-loss-cortisone-mania
137•speckx•8h ago•70 comments

Show HN: OnKey – I'm a bad singer, so I built an app to show where I'm off-key

https://github.com/dsmurrell/onkey
176•dsmurrell•1d ago•75 comments

If you are building AI for finance, get out while you can

4•shoman3003•10m ago•2 comments

Air Purifiers as White Noise Machines

https://www.jefftk.com/p/air-purifiers-as-white-noise-machines
9•luu•1h ago•9 comments

The alien space of science: Coherent but cognitively unavailable directions

https://arxiv.org/abs/2603.01092
185•martincsweiss•1d ago•70 comments

OpenShell – A safe, private runtime for fleets of autonomous AI agents

https://github.com/NVIDIA/OpenShell
483•niemandhier•1d ago•208 comments

We have traits at home

https://www.axelmagn.com/blog/202610-zig-traits/
31•Ygg2•19h ago•8 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).