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this css proves me human

https://will-keleher.com/posts/this-css-makes-me-human/
26•todsacerdoti•38m ago•8 comments

Art Bits from Apple Macintosh HyperCard

https://archives.somnolescent.net/web/mari_v2/junk/hypercard/
14•TigerUniversity•47m ago•2 comments

Nintendo Sues U.S. Government for Tariff Refunds

https://www.scribd.com/document/1008639172/Nintendo-Sues-U-S-Government-For-Tariff-Refunds
56•coloneltcb•1h ago•8 comments

Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

https://github.com/moongate-community/moongatev2
205•squidleon•8h ago•116 comments

The worst acquisition in history, again

https://www.profgmedia.com/p/the-worst-acquisition-in-history
55•JumpCrisscross•1h ago•36 comments

Tech employment now significantly worse than the 2008 or 2020 recessions

https://twitter.com/JosephPolitano/status/2029916364664611242
551•enraged_camel•4h ago•382 comments

Hardening Firefox with Anthropic's Red Team

https://www.anthropic.com/news/mozilla-firefox-security
398•todsacerdoti•10h ago•115 comments

Open Camera is a FOSS Camera App for Android

https://opencamera.org.uk/
181•tetris11•4d ago•80 comments

Ada 2022

https://www.adaic.org/ada-resources/standards/ada22/
85•tosh•2h ago•14 comments

Apache Otava

https://otava.apache.org/
54•djoldman•5d ago•3 comments

Launch HN: Palus Finance (YC W26): Better yields on idle cash for startups, SMBs

27•sam_palus•4h ago•37 comments

Payphone Go

https://walzr.com/payphone-go/
271•walz•4d ago•58 comments

Triplet Superconductor

https://www.sciencedaily.com/releases/2026/02/260221000252.htm
35•jonbaer•4d ago•7 comments

CT Scans of Health Wearables

https://www.lumafield.com/scan-of-the-month/health-wearables
158•radeeyate•8h ago•34 comments

Math Notepad

https://mathnotepad.com
7•the-mitr•4d ago•1 comments

Entomologists use a particle accelerator to image ants at scale

https://spectrum.ieee.org/3d-scanning-particle-accelerator-antscan
74•gmays•6h ago•9 comments

Multifactor (YC F25) Is Hiring an Engineering Lead

https://www.ycombinator.com/companies/multifactor/jobs/lcpd60A-engineering-lead
1•multifactor•5h ago

Astra: An open-source observatory control software

https://github.com/ppp-one/astra
67•pppone•6h ago•17 comments

LibreSprite – open-source pixel art editor

https://libresprite.github.io/
231•nicoloren•13h ago•78 comments

Anthropic, please make a new Slack

https://www.fivetran.com/blog/anthropic-please-make-a-new-slack
118•georgewfraser•2h ago•92 comments

A tool that removes censorship from open-weight LLMs

https://github.com/elder-plinius/OBLITERATUS
78•mvdwoord•8h ago•31 comments

Workers who love ‘synergizing paradigms’ might be bad at their jobs

https://news.cornell.edu/stories/2026/03/workers-who-love-synergizing-paradigms-might-be-bad-thei...
461•Anon84•9h ago•272 comments

Analytic Fog Rendering with Volumetric Primitives (2025)

https://matejlou.blog/2025/02/11/analytic-fog-rendering-with-volumetric-primitives/
75•surprisetalk•1d ago•4 comments

Good Bad ISPs

https://community.torproject.org/relay/community-resources/good-bad-isps/
86•rzk•8h ago•25 comments

Why it takes you and an elephant the same amount of time to poop (2017)

https://www.pbs.org/newshour/health/takes-elephant-amount-time-poop
56•Tomte•2h ago•54 comments

Show HN: Reconstruct any image using primitive shapes, runs in-browser via WASM

https://github.com/taiseiue/primitive-playground
13•taiseiue•3d ago•3 comments

Show HN: Claude-replay – A video-like player for Claude Code sessions

https://github.com/es617/claude-replay
47•es617•6h ago•23 comments

Global warming has accelerated significantly

https://www.researchsquare.com/article/rs-6079807/v1
867•morsch•8h ago•852 comments

TypeScript 6.0 RC

https://devblogs.microsoft.com/typescript/announcing-typescript-6-0-rc/
43•johnz•2h ago•8 comments

Paul Brainerd, founder of Aldus PageMaker, has died

https://blog.adafruit.com/2026/03/04/pagemaker-and-aldus-founder-pioneer-paul-brainerd-1947-2026/
118•fortran77•6h ago•23 comments
Open in hackernews

Analytic Fog Rendering with Volumetric Primitives (2025)

https://matejlou.blog/2025/02/11/analytic-fog-rendering-with-volumetric-primitives/
75•surprisetalk•1d ago

Comments

kqr•5h ago
If, by chance, there are any fans of Morrowind here, there are shaders for the OpenMW source port that add volumetric fog and the game becomes absolutely stunning with them. I'm sure that was what the original developers intended but couldn't achieve with the computers of the age.

Volumetric fog has a special place in my heart.

maximus_prime•4h ago
Shout-out to his incredible mod adds volumetric fog to GTA 4: https://fusionfix.io/iv
bee_rider•4h ago
This is pretty cool, and also seems pretty accessible for a “graphics thing.” Just a little calculus.

It would be kind of neat to have an example of a physical situation that produces each of the example functions (although I’m sure that isn’t always possible).

Can the effect of multiple fog emitters reasonably be modeled as the sum of their outputs? I guess for high densities, probably not (eventually the air will get saturated), but for low densities, probably yes…

reactordev•57m ago
Yesssssss…

However, I’d push this a little further with light reflectance and scattering. Fog does some weird things to light when it’s dense. You mention this towards the end but even just a Rayleigh calc should be enough.

A goal of mine, maybe this year, is to get back into volumetric clouds and fog using SDF with wgpu but, the economy.

But something like…

    // Assume: 
    // vec3 fogColor;      // Base fog color
    // float density;      // Fog density at point
    // vec3 lightDir;      // Direction from point to light
    // vec3 viewDir;       // Direction from camera to point
    // vec3 sunColor;      // RGB color of light

    // Compute angle between light and view
    float cosTheta = dot(normalize(lightDir), normalize(viewDir));

    // Simple Rayleigh-ish phase function (forward/backward scattering)
    float phase = 0.75 * (1.0 + cosTheta * cosTheta);

    // Wavelength-dependent scattering (approx Rayleigh)
    vec3 sigma = vec3(0.5, 0.8, 1.0); // R,G,B scattering coeffs

    // Fog contribution
    vec3 fogContribution = density * phase * sigma * sunColor;

    // Blend with scene color (sceneColor comes from existing render)
    vec3 finalColor = mix(sceneColor, sceneColor + fogContribution, density);

Take that with a grain of salt but the idea is to blend the final color with a scattering coefficient for when light is trying to shine through.