<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: bhargavkk</title><link>https://news.ycombinator.com/user?id=bhargavkk</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 21 Sep 2026 16:27:00 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=bhargavkk" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by bhargavkk in "Compiler-style optimization for drawing via Skia"]]></title><description><![CDATA[
<p>Hey, first author here. You are correct when you say that GPU programs do not have the right amount of information to do compiler style optimizations, which is why its important to find the right abstraction level. Even compilers do not directly optimize assembly as assembly has little to no information about the original source code; they usually do it all on an IR that is carefully engineered to hold all the useful information needed to optimize programs.</p>
]]></description><pubDate>Sun, 20 Sep 2026 00:36:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=49771427</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=49771427</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49771427</guid></item><item><title><![CDATA[New comment by bhargavkk in "Compiler-style optimization for drawing via Skia"]]></title><description><![CDATA[
<p>Hey, first author here. I do think we could apply a similar formal analysis to games, but this is complicated with the inclusion of depth and perception. This is not a concern in 2D rasterization for web browsers. The target for this sort of analysis would be the scene-graph, which describes how all the various objects are represented in a game spatially, and then you would somehow reduce the scene-graph to 2D modulo the view-port/camera of the game. This is much more complicated than what we did for Skia.</p>
]]></description><pubDate>Sun, 20 Sep 2026 00:33:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=49771415</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=49771415</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49771415</guid></item><item><title><![CDATA[New comment by bhargavkk in "Compiler-style optimization for drawing via Skia"]]></title><description><![CDATA[
<p>Hey, first author here, and you are right to think that there are a lot of computational processes that can be "cast" into tiny programming languages. This is more apparent with DB queries (and I think there is a long list of papers on this topic) but less for graphics, which is why I found this so exciting to work on. If you peek at the last paragraph in the related works section of the paper, you will see a list of papers that try to do exactly that for a variety of graphics/fabrication domains.<p>I think good-old fashioned AI is the key here! Lot of the Lean proofs are discharged by a proof-search procedure called "grind". And if "grind" fails, an LLM can read the logs of the failed proof-search and figure out if there are any missing theorems needed.</p>
]]></description><pubDate>Sun, 20 Sep 2026 00:23:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=49771362</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=49771362</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49771362</guid></item><item><title><![CDATA[New comment by bhargavkk in "Compiler-style optimization for drawing via Skia"]]></title><description><![CDATA[
<p>Hey, I am the first author of the paper, and thank you so much for the kind words. I am very grateful to you and all the other Skia contributors who've made the Skia codebase so easy to build and develop. I learnt so much about performance benchmarking by reading the nanobench source code too!</p>
]]></description><pubDate>Sun, 20 Sep 2026 00:02:15 +0000</pubDate><link>https://news.ycombinator.com/item?id=49771227</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=49771227</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49771227</guid></item><item><title><![CDATA[New comment by bhargavkk in "Compiler-Assisted Floating-Point Error Analysis and Profiling with FPChecker"]]></title><description><![CDATA[
<p>I'm someone who has worked on Herbie. AFAIK we work(ed) with the LLNL guys and they are aware of Herbie! Floating Point research is a very small world.</p>
]]></description><pubDate>Wed, 01 Jul 2026 17:38:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=48750486</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=48750486</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48750486</guid></item><item><title><![CDATA[New comment by bhargavkk in "Herbie: Automatically improve imprecise floating point formulas"]]></title><description><![CDATA[
<p>Herbie uses interval arithmetic a lot! The team has a in-house developed interval arithmetic library you can use at: <a href="https://crates.io/crates/rival3" rel="nofollow">https://crates.io/crates/rival3</a>.</p>
]]></description><pubDate>Sat, 04 Apr 2026 21:03:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=47643348</link><dc:creator>bhargavkk</dc:creator><comments>https://news.ycombinator.com/item?id=47643348</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47643348</guid></item></channel></rss>