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Setting up a free *.city.state.us locality domain (2025)

https://fredchan.org/blog/locality-domains-guide/
366•speckx•5h ago•113 comments

Linux gaming is faster because Windows APIs are becoming Linux kernel features

https://www.xda-developers.com/linux-gaming-is-getting-faster-because-windows-apis-are-becoming-l...
149•haunter•2d ago•111 comments

Making the news available at no cost is a victory

https://www.sltrib.com/opinion/commentary/2026/05/12/just-days-tribune-reporting/
16•danso•36m ago•6 comments

A History of IDEs at Google

https://laurent.le-brun.eu/blog/a-history-of-ides-at-google
125•laurentlb•4d ago•89 comments

S-100 Virtual Workbench

https://grantmestrength.github.io/S100/
64•rbanffy•3h ago•14 comments

Xs of Y – roguelike that names itself every run. Written in 4kLoC

https://github.com/nooga/xsofy
96•andsoitis•3d ago•47 comments

Launch HN: Ardent (YC P26) – Postgres sandboxes in seconds with zero migration

https://www.tryardent.com/
37•vc289•2h ago•19 comments

The great memory panic of 2026 – Asymco

https://asymco.com/2026/05/11/the-great-memory-panic-of-2026/
20•tambourine_man•2d ago•1 comments

A sentimental tour of late 1990s and early 2000s hacking tools

https://andreafortuna.org/2026/05/13/amarcord/
8•speckx•1h ago•3 comments

The US is winning the AI race where it matters most: commercialization

https://avkcode.github.io/blog/us-winning-ai-race.html
95•akrylov•5h ago•252 comments

Reverting the incremental GC in Python 3.14 and 3.15

https://discuss.python.org/t/reverting-the-incremental-gc-in-python-3-14-and-3-15/107014
155•curiousgal•3d ago•49 comments

MacBook Neo Deep Dive: Benchmarks, Wafer Economics, and the 8GB Gamble

https://www.jdhodges.com/blog/macbook-neo-benchmarks-analysis/
8•tosh•1h ago•0 comments

GitHub Actions issued GitHub_TOKEN disclosure in GitHub Actions logs

https://github.com/composer/composer/security/advisories/GHSA-f9f8-rm49-7jv2
19•damienwebdev•8h ago•4 comments

Leaving GitHub for Forgejo

https://jorijn.com/en/blog/leaving-github-for-forgejo/
452•jorijn•6h ago•240 comments

An idiot's guide to lead optimisation for proteins

https://magnusross.github.io/posts/protein-lead-optimisation-1/
117•magni121•2d ago•9 comments

New stainless steel can survive conditions for hydrogen production in seawater

https://www.sciencedaily.com/releases/2026/05/260510030950.htm
259•HardwareLust•2d ago•114 comments

Twin brothers wipe 96 government databases minutes after being fired

https://arstechnica.com/tech-policy/2026/05/drop-database-what-not-to-do-after-losing-an-it-job/
141•jnord•21h ago•84 comments

I moved my digital stack to Europe

https://monokai.com/articles/how-i-moved-my-digital-stack-to-europe/
766•monokai_nl•8h ago•488 comments

Open Source Resistance: keep OSS alive on company time

https://ossresistance.com/
205•mikemcquaid•4h ago•67 comments

Preserving Fisher-Price Pixter

https://dmitry.gr/?r=05.Projects&proj=37.%20Pixter
178•dmitrygr•2d ago•39 comments

Show HN: Needle: We Distilled Gemini Tool Calling into a 26M Model

https://github.com/cactus-compute/needle
606•HenryNdubuaku•1d ago•175 comments

Substrate (YC S24) Is Hiring a Technical Success Manager

https://www.ycombinator.com/companies/substrate/jobs/T2fMBhD-technical-success-manager
1•kunle•7h ago

Nailing jelly to a wall: is it possible? (2005)

https://greem.co.uk/otherbits/jelly.html
63•microsoftedging•4d ago•24 comments

Deterministic Fully-Static Whole-Binary Translation Without Heuristics

https://arxiv.org/abs/2605.08419
282•matt_d•15h ago•65 comments

Kickstarter is forced to ban adult content by payment processors

https://kotaku.com/kickstarter-is-the-latest-platform-seemingly-forced-to-ban-adult-content-by-pa...
273•stalfosknight•4h ago•202 comments

Kraftwerk's radical 1976 track

https://www.bbc.com/culture/article/20260511-kraftwerks-radical-1976-track-radioactivity-became-a...
224•tcp_handshaker•20h ago•196 comments

Web Server on a Nintendo Wii

http://wii.sjmulder.nl/
88•adunk•3d ago•32 comments

Haiku

https://www.haiku-os.org
137•tosh•3h ago•62 comments

Cost of enum-to-string: C++26 reflection vs. the old ways

https://vittorioromeo.com/index/blog/refl_enum_to_string.html
64•sagacity•11h ago•68 comments

Heritability of human life span is ~50% when heritability is redefined

https://dynomight.net/lifespan/
63•surprisetalk•1d ago•43 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•12mo 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•12mo ago
Cool resource, haven't seen this before
PaulDavisThe1st•12mo 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•12mo ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•12mo 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•12mo 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•12mo 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•12mo 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•12mo 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•12mo 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•12mo 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•12mo ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•12mo 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•12mo 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•12mo 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•12mo 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•12mo ago
Ap Kon he
kajkojednojajko•12mo 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•12mo ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•12mo 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•12mo 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•12mo 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).