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Fixfest is a global gathering of repairers, tinkerers, and activists

https://fixfest.therestartproject.org/
30•robtherobber•35m ago•0 comments

Building a Procedural Hex Map with Wave Function Collapse

https://felixturner.github.io/hex-map-wfc/article/
75•imadr•1h ago•10 comments

Launch HN: Terminal Use (YC W26) – Vercel for filesystem-based agents

19•filipbalucha•1h ago•12 comments

JSLinux Now Supports x86_64

https://bellard.org/jslinux/
23•TechTechTech•1h ago•2 comments

Show HN: The Mog Programming Language

https://moglang.org
5•belisarius222•13m ago•0 comments

Show HN: DenchClaw – Local CRM on Top of OpenClaw

https://github.com/DenchHQ/DenchClaw
23•kumar_abhirup•3h ago•9 comments

Restoring a Sun SPARCstation IPX Part 1: PSU and Nvram

https://www.rs-online.com/designspark/restoring-a-sun-sparcstation-ipx-part-1-psu-and-nvram
45•ibobev•2h ago•23 comments

DARPA's new X-76 Experimental Plane

https://www.darpa.mil/news/2026/darpa-new-x-76-speed-of-jet-freedom-of-helicopter
21•newer_vienna•1h ago•16 comments

Fontcrafter: Turn Your Handwriting into a Real Font

https://arcade.pirillo.com/fontcrafter.html
328•rendx•8h ago•110 comments

Flash media longevity testing – 6 years later

https://old.reddit.com/r/DataHoarder/comments/1q6xnun/flash_media_longevity_testing_6_years_later/
73•1970-01-01•1d ago•26 comments

Jolla on track to ship new phone with Sailfish OS, user-replaceable battery

https://liliputing.com/the-new-jolla-phone-with-sailfish-os-is-on-track-to-start-shipping-in-the-...
72•heresie-dabord•1h ago•29 comments

What I Always Wanted to Know about Second Class Values

https://dl.acm.org/doi/epdf/10.1145/3759427.3760373
7•todsacerdoti•1h ago•0 comments

Ireland shuts last coal plant, becomes 15th coal-free country in Europe (2025)

https://www.pv-magazine.com/2025/06/20/ireland-coal-free-ends-coal-power-generation-moneypoint/
648•robin_reala•7h ago•391 comments

Reverse-engineering the UniFi inform protocol

https://tamarack.cloud/blog/reverse-engineering-unifi-inform-protocol
96•baconomatic•5h ago•38 comments

FreeBSD Capsicum vs. Linux Seccomp Process Sandboxing

https://vivianvoss.net/blog/capsicum-vs-seccomp
75•vermaden•5h ago•22 comments

US Court of Appeals: TOS may be updated by email, use can imply consent [pdf]

https://cdn.ca9.uscourts.gov/datastore/memoranda/2026/03/03/25-403.pdf
468•dryadin•11h ago•364 comments

Florida Judge Rules Red Light Camera Tickets Are Unconstitutional

https://cbs12.com/news/local/florida-news-judge-rules-red-light-camera-tickets-unconstitutional
66•1970-01-01•49m ago•78 comments

Algebraic topology: knots links and braids

https://aeb.win.tue.nl/at/algtop-5.html
25•marysminefnuf•3h ago•1 comments

An opinionated take on how to do important research that matters

https://nicholas.carlini.com/writing/2026/how-to-win-a-best-paper-award.html
5•mad•1h ago•0 comments

Show HN: VS Code Agent Kanban: Task Management for the AI-Assisted Developer

https://www.appsoftware.com/blog/introducing-vs-code-agent-kanban-task-management-for-the-ai-assi...
72•gbro3n•7h ago•36 comments

Agent Safehouse – macOS-native sandboxing for local agents

https://agent-safehouse.dev/
761•atombender•21h ago•172 comments

FFmpeg at Meta: Media Processing at Scale

https://engineering.fb.com/2026/03/02/video-engineering/ffmpeg-at-meta-media-processing-at-scale/
149•sudhakaran88•12h ago•73 comments

The Window Chrome of Our Discontent

https://pxlnv.com/blog/window-chrome-of-our-discontent/
113•zdw•2d ago•61 comments

Unlocking Python's Cores:Energy Implications of Removing the GIL

https://arxiv.org/abs/2603.04782
95•runningmike•3d ago•69 comments

No leap second will be introduced at the end of June 2026

https://lists.iana.org/hyperkitty/list/tz@iana.org/thread/P6D36VZSZBUSSTSMZKFXKF4T4IXWN23P/
46•speckx•5h ago•38 comments

Is legal the same as legitimate: AI reimplementation and the erosion of copyleft

https://writings.hongminhee.org/2026/03/legal-vs-legitimate/
107•dahlia•2h ago•106 comments

Microscopes can see video on a laserdisc

https://www.youtube.com/watch?v=qZuR-772cks
590•zdw•1d ago•82 comments

Show HN: I gave my robot physical memory – it stopped repeating mistakes

https://github.com/robotmem/robotmem
4•robotmem•1h ago•0 comments

Segagaga Has Been Translated into English

https://www.thedreamcastjunkyard.co.uk/2026/02/segagaga-has-finally-been-translated.html
79•nanna•1d ago•30 comments

Grammarly is offering ‘expert’ AI reviews from famous dead and living writers

https://www.wired.com/story/grammarly-is-offering-expert-ai-reviews-from-your-favorite-authors-de...
84•jmsflknr•4d ago•101 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•9mo 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•9mo ago
Cool resource, haven't seen this before
PaulDavisThe1st•9mo 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•9mo ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
Ap Kon he
kajkojednojajko•9mo 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•9mo ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•9mo 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•9mo 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•9mo 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).