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Protecting SSH Keys with macOS Secure Enclave

https://gatezh.com/posts/macos-secure-enclave-ssh-keys/
48•js2•1h ago•10 comments

Scion is back and is going to sell a kei truck in America

https://www.theautopian.com/scion-is-back-and-its-going-to-sell-a-freaking-kei-truck-in-america/
412•NaOH•9h ago•286 comments

Greg Kurtzer's Ginux is now a userspace kernel

https://github.com/gmkurtzer/ginux
9•d3Xt3r•24m ago•0 comments

.name Grandfathered

https://neil.fraser.name/news/2026/11/10/
752•p4bl0•13h ago•169 comments

Smart home devices should work without the internet

https://docodethatmatters.com/home-automation-overnight-success/
812•skittleson•14h ago•293 comments

A great old-timey game-programming hack (2013)

https://blog.moertel.com/posts/2013-12-14-great-old-timey-game-programming-hack.html
85•palsecam•3h ago•14 comments

To deter bioterrorism, U.S. imposes new rules on ordering synthetic DNA

https://www.science.org/content/article/deter-bioterrorism-u-s-imposes-new-rules-ordering-synthet...
46•Metacelsus•2h ago•20 comments

Six Math Essentials

https://teorth.github.io/tao-web/six-math-essentials.html
196•digital55•8h ago•33 comments

Starlink Mini 2

https://starlink.com/mini-2
350•robertjfclarke•11h ago•351 comments

Tracking Anthropic-discovered vulnerabilities

https://www.vulncheck.com/blog/anthropic-glasswing-november-update
365•panic•7h ago•167 comments

Announcing .NET 11

https://devblogs.microsoft.com/dotnet/announcing-dotnet-11/
121•runesoerensen•13h ago•198 comments

Unremarkable things we made in 2026

https://www.neilchen.co/blog/things2026
20•NWChen•2d ago•0 comments

Why I wrote the BEAM book (2025)

https://happihacking.com/blog/posts/2025/why_I_wrote_theBEAMBook/
26•zenincognito•1d ago•1 comments

Synaptics patent claims stop work on DisplayLink drivers

https://lwn.net/SubscriberLink/1102549/acbc92e00cee3a3f/
345•speckx•11h ago•203 comments

AlphaProof Code

https://deepmind.google/blog/introducing-alphaproof-code/
606•ilreb•17h ago•179 comments

Val Town is winding down

https://blog.val.town/winding-down
346•tosh•12h ago•90 comments

Hacking the Meta Ray-Ban smartglasses

https://p0pcycle.com/2026/11/06/hacking-the-meta-ray-ban-smartglasses/
85•moooooky•3d ago•29 comments

Show HN: Get your coding agent off ~2019 JavaScript, onto modern web primitives

https://github.com/GoogleChrome/modern-web-guidance
322•paulirish•11h ago•98 comments

$30M Raised to Redo the CPU

https://tendrils.co/blog/2026-11-10/30m-raised
64•shioyama•7h ago•50 comments

Hooked on Tuna

https://theconversation.com/hooked-on-tuna-people-have-been-harvesting-these-ocean-predators-for-...
21•dnetesn•3h ago•1 comments

AI is becoming an information gateway. Audiences still don’t want it making news

https://www.niemanlab.org/2026/11/ai-is-becoming-an-information-gateway-audiences-still-dont-want...
37•rdmuser•5h ago•19 comments

Pinot Noir: inside the criminal gangs making fake wine

https://www.economist.com/interactive/2026/11/06/pinot-noir-inside-the-criminal-gangs-making-fake...
51•axiomdata316•3d ago•18 comments

AMD's Zen 6 Family: Feeding the Beast

https://chipsandcheese.com/p/amds-zen-6-family-feeding-the-beast
211•pixelpoet•12h ago•80 comments

LLMs Play Zachtronics' TIS-100

https://tis-100.wincon.dev/
34•fairestvalue•5h ago•4 comments

AI usage generates a fragile codebase

https://evanxmerz.com/post/ai-usage-generates-a-fragile-codebase/
457•plun9•19h ago•451 comments

The Assyrian Dictionary of the Oriental Institute of the University of Chicago

https://isac.uchicago.edu/publications/search
6•Bluestein•1d ago•1 comments

Research taste in history: the importance of learning Babylonian math

https://resobscura.substack.com/p/research-taste-in-history-the-importance
27•benbreen•10h ago•1 comments

Process Explorer for macOS

https://github.com/microsoft/Procexp-Mac
170•ingve•1d ago•57 comments

What objective is reasoning solving?

https://alexwang.ai/posts/reasoning-as-pathfinding/
135•gmays•10h ago•62 comments

Ableton Live 13

https://www.ableton.com/en/live/
299•phaser•16h ago•310 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).