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Termux

https://github.com/termux/termux-app
19•tosh•1h ago•2 comments

Defeating a 40-year-old copy protection dongle

https://dmitrybrant.com/2026/02/01/defeating-a-40-year-old-copy-protection-dongle
621•zdw•14h ago•184 comments

Microsoft is walking back Windows 11's AI overload

https://www.windowscentral.com/microsoft/windows-11/microsoft-is-reevaluating-its-ai-efforts-on-w...
30•jsheard•32m ago•11 comments

Applications where agents are first-class citizens

https://every.to/guides/agent-native
5•chrisjj•25m ago•1 comments

My (very) fast zero-allocation webserver using OxCaml

https://anil.recoil.org/notes/oxcaml-httpz
6•noelwelsh•1h ago•0 comments

Apple's MacBook Pro DFU port documentation is wrong

https://lapcatsoftware.com/articles/2026/2/1.html
125•zdw•8h ago•33 comments

My iPhone 16 Pro Max produces garbage output when running MLX LLMs

https://journal.rafaelcosta.me/my-thousand-dollar-iphone-cant-do-math/
323•rafaelcosta•15h ago•145 comments

Show HN: Apate API mocking/prototyping server and Rust unit test library

https://github.com/rustrum/apate
7•rumatoest•1d ago•2 comments

Ratchets in Software Development

https://qntm.org/ratchet
49•nvader•3d ago•19 comments

Show HN: Wikipedia as a doomscrollable social media feed

https://xikipedia.org
259•rebane2001•12h ago•95 comments

Show HN: NanoClaw – “Clawdbot” in 500 lines of TS with Apple container isolation

https://github.com/gavrielc/nanoclaw
409•jimminyx•13h ago•146 comments

Actors: A Model of Concurrent Computation [pdf] (1985)

https://apps.dtic.mil/sti/tr/pdf/ADA157917.pdf
97•kioku•11h ago•40 comments

Contracts in Nix

https://sraka.xyz/posts/contracts.html
66•todsacerdoti•1d ago•16 comments

Apple I Advertisement (1976)

http://apple1.chez.com/Apple1project/Gallery/Gallery.htm
246•janandonly•18h ago•133 comments

Adventure Game Studio: OSS software for creating adventure games

https://www.adventuregamestudio.co.uk/
340•doener•22h ago•69 comments

Claude Code is suddenly everywhere inside Microsoft

https://www.theverge.com/tech/865689/microsoft-claude-code-anthropic-partnership-notepad
9•Anon84•26m ago•2 comments

Ian's Shoelace Site

https://www.fieggen.com/shoelace/
207•righthand•17h ago•36 comments

EU launches government satcom program in sovereignty push

https://spacenews.com/eu-launches-government-satcom-program-in-sovereignty-push/
54•benkan•3h ago•22 comments

EU must become a 'genuine federation' to avoid deindustrialisation and decline

https://www.euronews.com/my-europe/2026/02/02/eu-must-become-a-genuine-federation-to-avoid-deindu...
7•saubeidl•17m ago•0 comments

Treasures found on HS2 route stored in secret warehouse

https://www.bbc.com/news/articles/c93v21q5xdvo
74•breve•14h ago•39 comments

Board Games in Ancient Fiction: Egypt, Iran, Greece

https://reference-global.com/article/10.2478/bgs-2022-0016
14•bryanrasmussen•2d ago•3 comments

Leaked Chats Expose the Daily Life of a Scam Compound's Enslaved Workforce

https://www.wired.com/story/the-red-bull-leaks/
152•smurda•7h ago•76 comments

Rev Up the Viral Factories

https://www.science.org/content/blog-post/rev-viral-factories
17•etiam•3d ago•1 comments

Building Your Own Efficient uint128 in C++

https://solidean.com/blog/2026/building-your-own-u128/
89•PaulHoule•15h ago•35 comments

Efficient String Compression for Modern Database Systems

https://cedardb.com/blog/string_compression/
135•jandrewrogers•2d ago•34 comments

Time Machine-style Backups with rsync (2018)

https://samuelhewitt.com/blog/2018-06-05-time-machine-style-backups-with-rsync
86•accrual•12h ago•39 comments

Library of Juggling

https://libraryofjuggling.com/
13•tontony•4h ago•1 comments

Two kinds of AI users are emerging

https://martinalderson.com/posts/two-kinds-of-ai-users-are-emerging/
238•martinald•12h ago•216 comments

MicroPythonOS graphical operating system delivers Android-like user experience

https://www.cnx-software.com/2026/01/29/micropythonos-graphical-operating-system-delivers-android...
226•mikece•3d ago•90 comments

High performance, open source RAFT clustered database: RooDB

https://github.com/jgarzik/roodb
5•jgarzik•4d ago•0 comments
Open in hackernews

Mipmap selection in too much detail

https://pema.dev/2025/05/09/mipmaps-too-much-detail/
99•luu•8mo ago

Comments

pema99•8mo 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•8mo 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•8mo ago
Cool resource, haven't seen this before
PaulDavisThe1st•8mo 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•8mo ago
This was a wonderful article! I love this kind of exploration.
ImHereToVote•8mo 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•8mo 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•8mo 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•8mo 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•8mo 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•8mo 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•8mo 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•8mo ago
Great article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
flexagoon•8mo 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•8mo 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•8mo ago
I have close to zero experience with web development, I guess it shows
aeonik•8mo ago

    "You couldn’t implement these functions yourself - they are magic intrinsics which are implemented in hardware"
But why?
pema99•8mo 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•8mo 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•8mo ago
Ap Kon he
kajkojednojajko•8mo 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•8mo ago
Pretty cool seeing someone dig this deep - I always wish I understood these graphics tricks better
llm_nerd•8mo 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•8mo 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•8mo 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).