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Our position on open-weights models

https://www.anthropic.com/news/position-open-weights-models
821•surprisetalk•9h ago•1182 comments

Neutrino-1 8B

https://www.fermionresearch.com/models/neutrino-8b/
57•handfuloflight•3h ago•11 comments

Ars Astronomica – English translations of rare Hebrew and Latin astronomy texts

https://arsastronomica.com/
42•sweisman•2h ago•7 comments

A $500 RL fine-tune of a 9B open model beat frontier models on catalog review

https://fermisense.com/when-machines-take-the-wheel/
146•ilreb•5h ago•42 comments

Benchmarking Opus 5 on SlopCodeBench

https://github.com/humanlayer/advanced-context-engineering-for-coding-agents/blob/main/benchmarki...
255•dhorthy•9h ago•58 comments

Using an open model feels surprisingly good

https://matthewsaltz.com/blog/using-an-open-model-feels-surprisingly-good/
248•msaltz•5h ago•75 comments

Vehicle Motion Cues

https://support.apple.com/guide/iphone/iphone-comfortably-riding-a-vehicle-iph55564cb22/ios
80•Austin_Conlon•6h ago•31 comments

RTX 2080 Ti Memory Upgrade to 22 GB

https://gpusolutions.net/rbservices/graphics-card-upgrade/
90•wslh•3d ago•55 comments

PyTorch: A Reference Language

https://docs.pytorch.org/devlogs/compiler/2026-07-25-pytorch-a-reference-language/
23•matt_d•3h ago•2 comments

Watching Go's new garbage collector move through the heap

https://theconsensus.dev/p/2026/07/19/observing-gos-garbage-collector-old-and-new.html
208•matheusmoreira•2d ago•24 comments

Programming Languages Are Authoring Tools for Platforms

https://www.makonea.com/en-US/blog/programming-languages-are-authoring-tools-for-platforms
10•jdw64•3d ago•0 comments

Kimi K3 Now Available via Telnyx Inference API

https://telnyx.com/release-notes/kimi-k3-telnyx-inference
69•fionaattelnyx•9h ago•24 comments

Show HN: Yap – OSS on-device voice dictation for macOS with no model to download

https://github.com/FrigadeHQ/yap
58•pancomplex•13h ago•16 comments

DConf 2026 in London

https://dconf.org/2026/index.html
78•teleforce•8h ago•37 comments

EYG: A Programming Language for Humans

https://crowdhailer.me/2026-06-08/a-programming-language-for-humans/
61•crowdhailer•5h ago•30 comments

C/C++ projects packaged for Zig

https://github.com/allyourcodebase
54•jcbhmr•8h ago•34 comments

Launch HN: Rise Reforming (YC S26) – Turning Waste Gases into Valuable Chemicals

https://www.rise-reforming.com
71•george_rose25•11h ago•31 comments

Why copper still rules the motherboard trace

https://psyll.com/articles/technology/why-copper-still-rules-the-motherboard-trace
4•lucasfletcher•5d ago•1 comments

Why do we think we understand the world more than we actually do?

https://thedecisionlab.com/biases/the-illusion-of-explanatory-depth
59•rramadass•3h ago•43 comments

Some combinatorial applications of spacefilling curves

https://www2.isye.gatech.edu/~jjb/research/mow/mow.html
49•shraiwi•2d ago•5 comments

Three Theses on the Literacy Crisis

https://trevoraleo.substack.com/p/three-theses-on-the-literacy-crisis
44•samclemens•2d ago•32 comments

An Uncomplicated Man – A review of The Odyssey, directed by Christopher Nolan

https://www.lrb.co.uk/the-paper/v48/n14/emily-wilson/an-uncomplicated-man
75•andsoitis•5h ago•48 comments

Ray tracing massive amounts of animated geometry using tetrahedral cages

https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/
97•LorenDB•4d ago•12 comments

Self-contained highly-portable Python distributions

https://gregoryszorc.com/docs/python-build-standalone/main/
139•jcbhmr•13h ago•30 comments

The age of token efficiency, the age of libraries

https://golemui.com/blog/the-age-of-token-efficiency/
19•handfuloflight•3h ago•1 comments

Securing Services with Rootless Containers

https://blog.coderspirit.xyz/blog/2026/07/06/securing-services-with-rootless-containers/
91•speckx•4d ago•28 comments

A Dying Art: The last of the morticians

https://harpers.org/archive/2026/08/a-dying-art-john-semley-mortuary-sciences-competition/
26•Petiver•4d ago•1 comments

How real are real numbers? (2004)

https://arxiv.org/abs/math/0411418
74•surprisetalk•16h ago•53 comments

Paged Out #9 [pdf]

https://pagedout.institute/download/PagedOut_009.pdf
217•laurensr•17h ago•25 comments

A missing underscore sent innocent man to prison for 18 months

https://arstechnica.com/tech-policy/2026/07/police-missed-one-underscore-and-sent-the-wrong-man-t...
269•quantified•9h ago•149 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?