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Leaving Google has actively improved my life

https://pseudosingleton.com/leaving-google-improved-my-life/
161•speckx•2h ago•98 comments

OpenAI raises $110B on $730B pre-money valuation

https://techcrunch.com/2026/02/27/openai-raises-110b-in-one-of-the-largest-private-funding-rounds...
169•zlatkov•6h ago•287 comments

The Robotic Dexterity Deadlock

https://www.origami-robotics.com/blog/dexterity-deadlocks.html
47•shmublu•1h ago•26 comments

NASA announces overhaul of Artemis program amid safety concerns, delays

https://www.cbsnews.com/news/nasa-artemis-moon-program-overhaul/
128•voxadam•4h ago•133 comments

A better streams API is possible for JavaScript

https://blog.cloudflare.com/a-better-web-streams-api/
318•nnx•7h ago•107 comments

Let's discuss sandbox isolation

https://www.shayon.dev/post/2026/52/lets-discuss-sandbox-isolation/
48•shayonj•2h ago•12 comments

A Chinese official’s use of ChatGPT revealed an intimidation operation

https://www.cnn.com/2026/02/25/politics/chatgpt-china-intimidation-operation
48•cwwc•5h ago•23 comments

Dan Simmons, author of Hyperion, has died

https://www.dignitymemorial.com/obituaries/longmont-co/daniel-simmons-12758871
302•throw0101a•3h ago•128 comments

Writing a Guide to SDF Fonts

https://www.redblobgames.com/blog/2026-02-26-writing-a-guide-to-sdf-fonts/
41•chunkles•3h ago•3 comments

A new California law says all operating systems need to have age verification

https://www.pcgamer.com/software/operating-systems/a-new-california-law-says-all-operating-system...
121•WalterSobchak•6h ago•124 comments

Allocating on the Stack

https://go.dev/blog/allocation-optimizations
92•spacey•4h ago•38 comments

Kyber (YC W23) Is Hiring an Enterprise Account Executive

https://www.ycombinator.com/companies/kyber/jobs/59yPaCs-enterprise-account-executive-ae
1•asontha•2h ago

Modeling cycles of grift with evolutionary game theory

https://www.oranlooney.com/post/grifters-skeptics-marks/
60•ibobev•3d ago•24 comments

"Just a little detail that wouldn't sell anything"

https://unsung.aresluna.org/just-a-little-detail-that-wouldnt-sell-anything/
63•bobbiechen•3d ago•12 comments

We Built Secure, Scalable Agent Sandbox Infrastructure

https://browser-use.com/posts/two-ways-to-sandbox-agents
30•gregpr07•6h ago•6 comments

PCB Tracer

https://pcbtracer.com
9•Luc•3d ago•2 comments

Court finds Fourth Amendment doesn’t support broad search of protesters’ devices

https://www.eff.org/deeplinks/2026/02/victory-tenth-circuit-finds-fourth-amendment-doesnt-support...
396•hn_acker•6h ago•63 comments

Get free Claude max 20x for open-source maintainers

https://claude.com/contact-sales/claude-for-oss
329•zhisme•12h ago•162 comments

Open source calculator firmware DB48X forbids CA/CO use due to age verification

https://github.com/c3d/db48x/commit/7819972b641ac808d46c54d3f5d1df70d706d286
73•iamnothere•5h ago•33 comments

Reading English from 1000 AD

https://lewiscampbell.tech/blog/260224.html
81•LAC-Tech•3d ago•30 comments

Implementing a Z80 / ZX Spectrum emulator with Claude Code

https://antirez.com/news/160
102•antirez•2d ago•52 comments

Can you reverse engineer our neural network?

https://blog.janestreet.com/can-you-reverse-engineer-our-neural-network/
236•jsomers•2d ago•170 comments

Tell HN: MitID, Denmark's digital ID, was down

98•mousepad12•10h ago•144 comments

Show HN: RetroTick – Run classic Windows EXEs in the browser

https://retrotick.com/
154•lqs_•8h ago•45 comments

Rob Grant, creator of Red Dwarf, has died

https://www.beyondthejoke.co.uk/content/17193/red-dwarf-rob-grant
137•nephihaha•2h ago•36 comments

We gave terabytes of CI logs to an LLM

https://www.mendral.com/blog/llms-are-good-at-sql
127•shad42•5h ago•80 comments

Sprites on the Web

https://www.joshwcomeau.com/animation/sprites/
89•vinhnx•3d ago•16 comments

Statement from Dario Amodei on our discussions with the Department of War

https://www.anthropic.com/news/statement-department-of-war
2796•qwertox•22h ago•1482 comments

F-Droid Board of Directors nominations 2026

https://f-droid.org/2026/02/26/board-of-directors-nominations.html
151•edent•11h ago•104 comments

Show HN: Claude-File-Recovery, recover files from your ~/.claude sessions

https://github.com/hjtenklooster/claude-file-recovery
5•rikk3rt•5h ago•0 comments
Open in hackernews

Ray Marching Soft Shadows in 2D (2020)

https://www.rykap.com/2020/09/23/distance-fields/
199•memalign•3mo ago

Comments

ravetcofx•3mo ago
It's always impressive to see a live demo in a technical blog post like this, especially one that runs so fast and slick on mobile. Kudos.
keyle•3mo ago
In relative terms your mobile is a superb computer compared to 20 years ago; and it's a small resolution.
forrestthewoods•3mo ago
> small resolution

My iPhone is 1320 × 2868. That’s more than 1080p. So I would not consider it a “small resolution”!

speedgoose•3mo ago
The iPhone 17 pro is faster in quite a few benchmarks compared to the standard HP Intel notebook my company provides if you prefer windows over MacOs.
cubefox•3mo ago
This sounds similar to radiance cascades:

https://mini.gmshaders.com/p/radiance-cascades

https://youtube.com/watch?v=3so7xdZHKxw

s-macke•3mo ago
While the methods are similar in that they both ray-march through the scene to compute per-pixel fluence, the algorithm presented in the blog post scales linearly with the number of light sources, whereas Radiance Cascades can handle an arbitrary distribution of light sources with constant time by benefiting from geometric properties of lighting. Radiance Cascades are also not limited to SDFs for smooth shadows.
cubefox•3mo ago
Yeah, and I believe Radiance Cascades accurately calculate the size of the penumbra from the size and distance of the area light, which also means that point light sources, as in reality, always produce hard shadows.

The technique here seems to rely more on eyeballing a plausible penumbra without explicitly considering a size of the light source, though I don't quite understand the core intuition.

flobosg•3mo ago
Probably not that related, but the article reminded me of a shadow casting implementation on the PICO-8: https://medium.com/hackernoon/lighting-by-hand-4-into-the-sh...
opminion•3mo ago
Note that the first image is an interactive demo. Click or touch it. (It's not obvious from the text at the time of writing)
QuantumNomad_•3mo ago
Same goes for a few of the other images too, but not all of them.

The article would probably benefit from having figure captions below each image stating whether the image is interactive or not.

Or alternatively to figure captions about interactivity, showing some kind of symbol in one of the corners of each of the ones that are interactive. In that case, the intro should also mention that symbol and what it means before any images that have that symbol on it.

esperent•3mo ago
The demo at the top has some bad noise issues when the light is in small gaps, at least on my phone (which I don't think the article acknowledges).

The demo at the end has bad banding issues (which the article does acknowledge).

It seems like a cheat-ish improvement to both of these would be a blur applied at the end.

kg•3mo ago
AFAIK (I have a similar soft shadows system based on SDFs) the reason the noise issues occur in small gaps is that the distance values become small there so the steps become small and you start ending up in artifact land. The workaround for this is to enforce a minimum step size of perhaps 0.5 - 2.0 pixels (depending on the quality of your SDF) so you don't get trapped like that - the author probably knows but it's not done by their sample code.

Small step sizes are doubly bad because low-spec shader models like WebGL and D3D9 have a limitation on the number of loop iterations, so no matter how powerful your GPU is the step loop will terminate somewhat early and produce results that don't resemble the ground truth.

magicalist•3mo ago
> The demo at the top has some bad noise issues when the light is in small gaps, at least on my phone (which I don't think the article acknowledges).

Right at the end:

> The random jitter ensures that pixels next to each other don’t end up in the same band. This makes the result a little grainy which isn’t great. But I think looks better than banding… This is an aspect of the demo that I’m still not satisfied with, so if you have ideas for how to improve it please tell me!

esperent•3mo ago
Ah I missed that, thanks. More than a little grainy for me but that might be a resolution/pixel ratio thing on my phone that could be tweaked out.
black_knight•3mo ago
Not only. There is an inherent aliasing effect with this method which is very apparent when the light is close to the wall.

I implemented a similar algorithm myself, and had the same issue. I did find a solution without that particular aliasing, but with its own tradeoffs. So, I guess I should write it up some time as a blog post.

wongarsu•3mo ago
However I don't have any issues with the demo in the middle (the hard shadows). So the artifacting has to be from the soft shadow rules, or from the "few extra tweaks".

The primary force behind real soft shadows is obviously that real lights are not point sources. I wonder how much worse the performance would be if instead of the first two (kinda hacky) soft shadow rules we instead replaced the light by maybe five lights that represent random points in a small circular light source. Maybe you'd get too much banding unless you used a much higher number of light sources, but at the very least it would be an interesting comparison to justify using the approximation

noduerme•3mo ago
This is truly a very clever series of calculations, a really cool effect, and a great explanation of what went into it. I'll admit that I skimmed over some of the technical details because I want to try it myself from scratch... but the distance map is a great clue.
IsTom•3mo ago
I wonder if it would help if you looked at gradient of the SDF as well – maybe you could walk further safely if you're not moving in the same direction as the gradient?
dahart•3mo ago
I’ve seen a paper about this, I’ll see if I can dig up a link. I believe you’re right and the answer is yes it can help, but it can be complicated to prove what’s safe or not. The gradient tells you about the orientation of the nearest surface, but doesn’t tell you how fast the orientation is changing, so for nonlinear shapes you need to look at higher order derivatives too. Super interesting stuff, but somewhat gets in the way of the pure elegant simplicity of basic ray marching.

edit: here’s one. I’m not sure this is the one I was thinking of, but I think it does validate your hypothesis that you can reduce the number of steps needed by looking at gradients. https://hal.science/hal-02507361/file/lipschitz-author-versi...

IsTom•3mo ago
That's a pretty cool paper, though it does get more elaborate as you're saying. In 20/20 hindsight lipschitz bounds do make sense.
ionwake•3mo ago
this looks great but is there no demo link? maybe Im blind and missed it?
sigmoid10•3mo ago
They are embedded in the blog. Just click around on the images.
ionwake•3mo ago
oops - thanks
rncode•3mo ago
the fact that this runs butter-smooth on webgl while my company's 'enterprise dashboard' struggles to render 50 divs says everything about how much performance we leave on the table with bad abstractions
aktuel•3mo ago
This is really cool! If I were to work on it, I would make the light source a bouncing ball or something similar (maybe even a fish or a bird) via some 2D physics next.
IvanK_net•3mo ago
It reminded me this demo that I made in 2012 (computed in real time by Javascript on the CPU) https://polyk.ivank.net/?p=demos&d=raycast
jasonjmcghee•3mo ago
None of the demos worked for me on mobile but he has a pinned tweet that demonstrates it

https://x.com/ryanjkaplan/status/1308818844048330757?s=46

dahart•3mo ago
Great looking demo. Someone could use this for a show’s title sequence. There’s something about the combination of soft shadows and r-squared light falloff that always tickles me.

Fun fact - you can use very similar logic to do a single-sample depth of field and/or antialiasing. The core idea, that maybe this blog post doesn’t quite explain, is that you’re tracing a thin cone, and not just a ray. You can track the distance to anything the ray grazes, assume it’s an edge that partially covers your cone (think of dividing a circle into two parts with an arbitrary straight line and keeping whichever part contains the center), and that gives you a way to compute both soft shadows and partial pixel or circle-of-confusion coverage. You can do a lot of really cool effects with such a simple trick!

I searched briefly and found another nice blog post and demo about this: https://blog.42yeah.is/rendering/2023/02/25/dof.html

doawoo•3mo ago
Awesome demo page! SDFs are super fun, and usually pretty useful (in addition to being pretty)

I recall a paper published by Valve that showed their approach to using SDFs to pack glyphs into low res textures while still rendering them at high resolution:

https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...

i-e-b•3mo ago
A lot of the noise and banding is reduced if you calculate the brightness by area instead of distance

https://jsfiddle.net/i_e_b/9kLro7ns/

user____name•2mo ago
Here is a 2023 presentation on the implementation of screenspace contact shadows for Days Gone by Bend Studios, it uses a clever variation on this basic technique. I'm not sure it scales as well to many lightsources though.

https://youtube.com/watch?v=btWy-BAERoY&t=1929s&pp=2AGJD5ACA...