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Apple: Embarrassingly Simple Self-Distillation Improves Code Generation

https://arxiv.org/abs/2604.01193
91•Anon84•1h ago•19 comments

Tell HN: Anthropic no longer allowing Claude Code subscriptions to use OpenClaw

789•firloop•13h ago•613 comments

Some Unusual Trees

https://thoughts.wyounas.com/p/some-unusual-trees
57•simplegeek•3h ago•14 comments

The CMS is dead. Long live the CMS

https://next.jazzsequence.com/posts/the-cms-is-dead-long-live-the-cms
6•taubek•55m ago•0 comments

Artemis II crew take “spectacular” image of Earth

https://www.bbc.com/news/articles/ce8jzr423p9o
814•andsoitis•16h ago•285 comments

Tesla Is Sitting on a Record 50k Unsold EVs

https://insideevs.com/news/791999/tesla-unsold-inventory-record-q1-2026/
32•vrganj•1h ago•26 comments

Mbodi AI (YC P25) Is Hiring

https://www.ycombinator.com/companies/mbodi-ai/jobs/mf9L3sy-senior-robotics-engineer-systems-cont...
1•chitianhao•19m ago

iNaturalist

https://www.inaturalist.org/
449•bookofjoe•18h ago•109 comments

OpenClaw privilege escalation vulnerability

https://nvd.nist.gov/vuln/detail/CVE-2026-33579
407•kykeonaut•19h ago•203 comments

The Cathedral, the Bazaar, and the Winchester Mystery House

https://www.dbreunig.com/2026/03/26/winchester-mystery-house.html
5•dbreunig•2d ago•1 comments

Delve removed from Y Combinator

https://www.ycombinator.com/companies/delve
358•carabiner•10h ago•217 comments

Herbie: Automatically improve imprecise floating point formulas

https://herbie.uwplse.org/doc/latest/tutorial.html
138•summarity•4d ago•18 comments

Run Linux containers on Android, no root required

https://github.com/ExTV/Podroid
145•politelemon•13h ago•53 comments

The most-disliked people in the publishing industry

https://www.woman-of-letters.com/p/the-most-disliked-people-in-the-publishing
14•Caiero•3d ago•3 comments

Improving my focus by giving up my big monitor

https://ounapuu.ee/posts/2026/04/01/focus/
109•Fudgel•3d ago•134 comments

We replaced RAG with a virtual filesystem for our AI documentation assistant

https://www.mintlify.com/blog/how-we-built-a-virtual-filesystem-for-our-assistant
330•denssumesh•1d ago•123 comments

Claude Code Found a Linux Vulnerability Hidden for 23 Years

https://mtlynch.io/claude-code-found-linux-vulnerability/
71•eichin•12h ago•49 comments

What changes when you turn a Linux box into a router

https://patrickmccanna.net/7-configuration-changes-that-turn-a-multi-homed-host-into-a-switch-rou...
183•0o_MrPatrick_o0•3d ago•45 comments

The Technocracy Movement of the 1930s

https://donotresearch.substack.com/p/welcome-to-the-technocracy
118•lazydogbrownfox•1d ago•94 comments

Go on Embedded Systems and WebAssembly

https://tinygo.org/
169•uticus•19h ago•23 comments

Build your own Dial-up ISP with a Raspberry Pi

https://www.jeffgeerling.com/blog/2026/build-your-own-dial-up-isp-with-a-raspberry-pi/
173•arjunbajaj•21h ago•30 comments

Big-Endian Testing with QEMU

https://www.hanshq.net/big-endian-qemu.html
99•jandeboevrie•22h ago•107 comments

F-15E jet shot down over Iran

https://www.theguardian.com/world/2026/apr/03/us-fighter-jet-confirmed-shot-down-over-iran
510•tjwds•20h ago•1142 comments

The house is a work of art: Frank Lloyd Wright

https://aeon.co/essays/frank-lloyd-wright-as-a-mirror-of-the-american-condition
88•midnightfish•13h ago•40 comments

How to make a sliding, self-locking, and predator-proof chicken coop door (2020)

https://www.backyardchickens.com/articles/how-to-make-a-sliding-self-locking-and-predator-proof-c...
110•uticus•17h ago•47 comments

Sequential Optimal Packing for PCB Placement

https://blog.autorouting.com/p/sequential-optimal-packing-for-pcb
12•seveibar•2d ago•5 comments

Fake Fans

https://www.wordsfromeliza.com/p/fake-fans
120•performative•13h ago•29 comments

Scientists are working on "everything vaccines"

https://economist.com/science-and-technology/2026/04/01/scientists-are-working-on-everything-vacc...
37•andsoitis•6h ago•34 comments

Gold overtakes U.S. Treasuries as the largest foreign reserve asset

https://economictimes.indiatimes.com/news/international/us/gold-overtakes-u-s-treasuries-as-the-w...
217•lxm•9h ago•163 comments

Why are we still using Markdown?

https://bgslabs.org/blog/why-are-we-using-markdown/
143•veqq•18h ago•213 comments
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).