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Show HN: CineCLI – Browse and torrent movies directly from your terminal

https://github.com/eyeblech/cinecli
26•samsep10l•1h ago•2 comments

Snitch – A friendlier ss/netstat

https://github.com/karol-broda/snitch
127•karol-broda•6h ago•21 comments

FCC Updates Covered List to Include Foreign UAS and UAS Critical Components [pdf]

https://docs.fcc.gov/public/attachments/DOC-416839A1.pdf
57•Espressosaurus•3h ago•34 comments

It's Always TCP_NODELAY

https://brooker.co.za/blog/2024/05/09/nagle.html
246•eieio•10h ago•67 comments

The Illustrated Transformer

https://jalammar.github.io/illustrated-transformer/
341•auraham•12h ago•72 comments

The Duodecimal Bulletin, Vol. 55, No. 1, Year 1209 [pdf]

https://dozenal.org/drupal/sites_bck/default/files/DuodecimalBulletinIssue551.pdf
21•susam•5h ago•0 comments

Ultrasound Cancer Treatment: Sound Waves Fight Tumors

https://spectrum.ieee.org/ultrasound-cancer-treatment
234•rbanffy•11h ago•65 comments

GLM-4.7: Advancing the Coding Capability

https://z.ai/blog/glm-4.7
302•pretext•12h ago•143 comments

Claude Code gets native LSP support

https://github.com/anthropics/claude-code/blob/main/CHANGELOG.md
386•JamesSwift•15h ago•199 comments

The Polyglot NixOS

https://x86.lol/generic/2025/12/19/polyglot.html
22•todsacerdoti•2d ago•1 comments

Our New Sam Audio Model Transforms Audio Editing

https://about.fb.com/news/2025/12/our-new-sam-audio-model-transforms-audio-editing/
76•ushakov•6d ago•23 comments

NIST was 5 μs off UTC after last week's power cut

https://www.jeffgeerling.com/blog/2025/nist-was-5-μs-utc-after-last-weeks-power-cut
244•jtokoph•14h ago•107 comments

The Garbage Collection Handbook

https://gchandbook.org/index.html
186•andsoitis•11h ago•13 comments

Scaling LLMs to Larger Codebases

https://blog.kierangill.xyz/oversight-and-guidance
242•kierangill•15h ago•94 comments

Flock Exposed Its AI-Powered Cameras to the Internet. We Tracked Ourselves

https://www.404media.co/flock-exposed-its-ai-powered-cameras-to-the-internet-we-tracked-ourselves/
537•chaps•14h ago•394 comments

FPGAs Need a New Future

https://www.allaboutcircuits.com/industry-articles/fpgas-need-a-new-future/
141•thawawaycold•3d ago•91 comments

Show HN: C-compiler to compile TCC for live-bootstrap

https://github.com/FransFaase/MES-replacement
46•fjfaase•5d ago•8 comments

Universal Reasoning Model (53.8% pass 1 ARC1 and 16.0% ARC 2)

https://arxiv.org/abs/2512.14693
89•marojejian•12h ago•13 comments

A centennial look back at Edward Gorey's macabre art and guarded life

https://www.washingtonpost.com/books/2025/12/13/edward-gorey-centennial-gregory-hischak-review/
4•prismatic•6d ago•0 comments

Plugins case study: mdBook preprocessors

https://eli.thegreenplace.net/2025/plugins-case-study-mdbook-preprocessors/
13•chmaynard•4d ago•3 comments

The biggest CRT ever made: Sony's PVM-4300

https://dfarq.homeip.net/the-biggest-crt-ever-made-sonys-pvm-4300/
248•giuliomagnifico•18h ago•150 comments

How the RESISTORS put computing into 1960s counter-culture

https://spectrum.ieee.org/teenage-hackers
57•rbanffy•5d ago•7 comments

Lotusbail npm package found to be harvesting WhatsApp messages and contacts

https://www.koi.ai/blog/npm-package-with-56k-downloads-malware-stealing-whatsapp-messages
260•sohkamyung•8h ago•159 comments

Things I learnt about passkeys when building passkeybot

https://enzom.dev/b/passkeys/
131•emadda•12h ago•78 comments

Show HN: Python SDK – forecasting with foundation time-series and tabular models

https://github.com/S-FM/faim-python-client
9•ChernovAndrei•4d ago•1 comments

Remove Black Color with Shaders

https://yuanchuan.dev/remove-black-color-with-shaders
13•surprisetalk•4d ago•3 comments

Debian's Git Transition

https://diziet.dreamwidth.org/20436.html
215•all-along•22h ago•83 comments

Programming languages used for music

https://timthompson.com/plum/cgi/showlist.cgi?sort=name&concise=yes
276•ofalkaed•2d ago•92 comments

In Pursuit of Clancy Sigal (2021)

https://yalereview.org/article/in-pursuit-of-clancy-sigal
16•dang•10h ago•5 comments

Satellites reveal heat leaking from largest US cryptocurrency mining center

https://www.space.com/space-exploration/satellites/satellites-reveal-heat-leaking-from-largest-us...
115•troglo-byte•7h ago•99 comments
Open in hackernews

Mipmap selection in too much detail

https://pema.dev/2025/05/09/mipmaps-too-much-detail/
99•luu•7mo ago

Comments

pema99•7mo 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•7mo 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•7mo ago
Cool resource, haven't seen this before
PaulDavisThe1st•7mo 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•7mo ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•7mo 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•7mo 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•7mo 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•7mo 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•7mo 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•7mo 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•7mo 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•7mo ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•7mo 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•7mo 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•7mo ago
I have close to zero experience with web development, I guess it shows
aeonik•7mo ago

    "You couldn’t implement these functions yourself - they are magic intrinsics which are implemented in hardware"
But why?
pema99•7mo 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•7mo 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•7mo ago
Ap Kon he
kajkojednojajko•7mo 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•7mo ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•7mo 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•7mo 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•7mo 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).