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U.S. allows Anthropic to release Mythos AI to ‘trusted’ US organizations

https://www.semafor.com/article/06/27/2026/us-releases-powerful-anthropic-model-mythos-to-some-us...
252•bobrenjc93•4h ago•240 comments

Previewing GPT‑5.6 Sol: a next-generation model

https://openai.com/index/previewing-gpt-5-6-sol/
878•minimaxir•10h ago•530 comments

Why does kinetic energy increase quadratically, not linearly, with speed? (2011)

https://physics.stackexchange.com/questions/535/why-does-kinetic-energy-increase-quadratically-no...
121•ProxyTracer•4h ago•49 comments

Show HN: Hacker News on a Train Station Style Flip Board

https://popflame.quickish.space/hn-flipboard/
23•PaybackTony•2h ago•2 comments

AI in mathematics is forcing big questions

https://spectrum.ieee.org/ai-in-mathematics
66•rbanffy•4h ago•28 comments

A C++ implementation of a fast hash map and hash set using hopscotch hashing

https://github.com/Tessil/hopscotch-map
71•gjvc•6h ago•11 comments

MicroVMs: Run isolated sandboxes with full lifecycle control

https://aws.amazon.com/blogs/aws/run-isolated-sandboxes-with-full-lifecycle-control-aws-lambda-in...
279•justincormack•3d ago•159 comments

U.S. government will decide who gets to use GPT-5.6

https://www.washingtonpost.com/technology/2026/06/26/openai-says-us-government-will-vet-users-its...
867•alain94040•8h ago•959 comments

Show HN: DBOSify – Drop-in Temporal replacement built on Postgres

https://github.com/dbos-inc/dbosify-py
32•KraftyOne•2d ago•6 comments

The gap between open weights LLMs and closed source LLMs

https://blog.doubleword.ai/frontier-os-llm
135•kkm•6h ago•112 comments

Making Sense of Proof by Contradiction [pdf]

https://www.foster77.co.uk/Foster,%20Scottish%20Mathematical%20Council%20Journal,%20Making%20sens...
13•surprisetalk•3d ago•2 comments

We can still stop California's 3D printer surveillance scheme

https://www.eff.org/deeplinks/2026/06/we-can-still-stop-californias-3d-printer-surveillance-scheme
263•hn_acker•6h ago•85 comments

Om

https://daringfireball.net/2026/06/om
156•throw0101a•3h ago•10 comments

A Tiny Compiler for Data-Parallel Kernels

https://healeycodes.com/a-tiny-compiler-for-data-parallel-kernels
31•healeycodes•1d ago•3 comments

Ultrasound imaging of the brain

https://alephneuro.com/blog/ultrasound-brain
247•rossant•15h ago•100 comments

Show HN: Smart model routing directly in Claude, Codex and Cursor

https://github.com/workweave/router
154•adchurch•10h ago•90 comments

The "Bizarre Headgear" exhibit at the Sam Noble museum

https://svpow.com/2026/05/15/the-bizarre-headgear-exhibit-at-the-sam-noble-museum-is-incredible/
72•surprisetalk•3d ago•7 comments

Hellishly Slow Level 13 Deflate Compression

https://kirill.korins.ky/articles/hellishly-slow-level-13-deflate-compression/
6•zX41ZdbW•4d ago•0 comments

Hightouch (YC S19) Is Hiring

https://hightouch.com/careers#open-positions
1•joshwget•6h ago

What Is a Nomogram and Why Would It Interest Me?

https://lefakkomies.github.io/pynomo-doc/introduction/introduction.html#what-is-a-nomogram-and-wh...
94•Eridanus2•9h ago•18 comments

Long Wave radio era set to end with Droitwich switch-off

https://www.bbc.com/news/articles/c74yn7v7k4qo
64•speckx•8h ago•25 comments

A human postmortem of the 1996 AOL outage

https://ngrok.com/blog/aol-was-down-1996
44•EndEntire•2d ago•9 comments

Pre-Modern Armies for Worldbuilders, Part III: Paying for It

https://acoup.blog/2026/06/26/collections-pre-modern-armies-for-worldbuilders-part-iii-paying-for...
65•jfoucher•9h ago•7 comments

PlayStation Is Deleting 551 Movies from Customers' Accounts

https://kotaku.com/playstation-store-movies-digital-studio-canal-terminator-2000711013
183•ortusdux•7h ago•108 comments

The open source DOCX editor submitted to HN a few weeks ago has been deleted

69•gcanyon•5h ago•36 comments

Modern GPU Programming for MLSys

https://mlc.ai/modern-gpu-programming-for-mlsys/
66•crowwork•3d ago•11 comments

Gossamer: a Rust-flavoured language with real goroutines and pause-free memory

https://gossamer-lang.org/
70•mwheeler•8h ago•63 comments

LaTeX.wasm: LaTeX Engines in Browsers

https://www.swiftlatex.com/
92•theanonymousone•3d ago•32 comments

My Steam Machine is a 50ft HDMI cable

https://blog.matthewbrunelle.com/my-steam-machine-is-a-50ft-hdmi-cable/
177•speckx•3d ago•162 comments

Show HN: Autofit2 – End-to-end pipeline for multilingual text classification

https://github.com/neospe/autofit2
17•leschak•1d ago•1 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•1y ago

Comments

bschwindHN•1y ago
> Today, getting the correct order for translucent faces typically involves sorting the faces by their distance to the camera on the CPU, then sending the sorted faces to the GPU. This means every time the camera moves, you need to re-sort the translucent faces.

Don't most games and rendering engines these days use order-independent transparency if they care about these problems?

https://osor.io/OIT

How does the method in the OP article work if you're rendering meshes instead of planar objects? Sure, a mesh is just composed of planar triangles, but that's a _lot_ of triangles to sort, and with an O(n^2) algorithm, it's going to be painful.

user____name•1y ago
A big problem with OIT techniques is that it presumes all see-trough surfaces use alpha blending. In reality other blending modes can be used, most notably additive blending. Additive blending is very useful because it ensures the surface will always be brighter than the background, which is important for things like fire, which look strange when the background is actually brighter than the blended surface, this is quite common.

Another issue is that OIT techniques usually have a breaking point where drawing too many layers will start showing artefacts.

So in order for OIT to work correctly you have to enforce all surfaces to be either opaque or use alpha blending and also avoid drawing too many layers. This is more limiting than sorting based approaches for the average usecase, even if it does end up fixing cases that aren't easily fixed via sorting. Besides that, people working in games and realtime rendering have simply gotten accustomed to designing around alpha blending issues.

bschwindHN•1y ago
What's the granularity of sorting, for most modern games? I'm guessing just sorting by an object or mesh center, instead of sorting each triangle, but are there are methods I'm unaware of?