Model Comparison
Model Editorial Structural Class Conf SETL Theme
@cf/meta/llama-4-scout-17b-16e-instruct lite ND ND 0.90
@cf/meta/llama-4-scout-17b-16e-instruct lite 0.00 -0.17 Neutral 1.00 0.17
claude-haiku-4-5-20251001 +0.38 +0.32 Moderate positive 0.08 0.12 Education & Scientific Advancement
@cf/meta/llama-3.3-70b-instruct-fp8-fast lite ND ND 0.92
@cf/meta/llama-3.3-70b-instruct-fp8-fast lite 0.00 -0.60 Mild negative 0.90 0.60 Computer Graphics
Section @cf/meta/llama-4-scout-17b-16e-instruct lite @cf/meta/llama-4-scout-17b-16e-instruct lite claude-haiku-4-5-20251001 @cf/meta/llama-3.3-70b-instruct-fp8-fast lite @cf/meta/llama-3.3-70b-instruct-fp8-fast lite
Preamble ND ND ND ND ND
Article 1 ND ND ND ND ND
Article 2 ND ND ND ND ND
Article 3 ND ND ND ND ND
Article 4 ND ND ND ND ND
Article 5 ND ND ND ND ND
Article 6 ND ND ND ND ND
Article 7 ND ND ND ND ND
Article 8 ND ND ND ND ND
Article 9 ND ND ND ND ND
Article 10 ND ND ND ND ND
Article 11 ND ND ND ND ND
Article 12 ND ND ND ND ND
Article 13 ND ND ND ND ND
Article 14 ND ND ND ND ND
Article 15 ND ND ND ND ND
Article 16 ND ND ND ND ND
Article 17 ND ND ND ND ND
Article 18 ND ND ND ND ND
Article 19 ND ND 0.27 ND ND
Article 20 ND ND ND ND ND
Article 21 ND ND ND ND ND
Article 22 ND ND ND ND ND
Article 23 ND ND ND ND ND
Article 24 ND ND ND ND ND
Article 25 ND ND ND ND ND
Article 26 ND ND 0.36 ND ND
Article 27 ND ND 0.64 ND ND
Article 28 ND ND ND ND ND
Article 29 ND ND ND ND ND
Article 30 ND ND ND ND ND
+0.38 Avoiding Trigonometry (2013) (iquilezles.org S:+0.32 )
227 points by WithinReason 3 days ago | 88 comments on HN | Moderate positive Contested Low agreement (3 models) Editorial · v3.7 · 2026-03-16 00:56:14 0
Summary Education & Scientific Advancement Advocates
This technical article on computer graphics algorithms advocates for improved mathematical understanding and scientific advancement through free education. The content promotes intellectual freedom (Article 19) and participation in scientific discovery (Article 27) by openly sharing algorithmic insights. Accessibility limitations partially reduce its educational impact on readers with visual disabilities.
Rights Tensions 1 pair
Art 2 Art 26 Accessibility barriers (lack of alt text and semantic markup) limit equal educational access for users with disabilities while the content otherwise supports universal right to education.
Article Heatmap
Preamble: ND — Preamble Preamble: No Data — Preamble P Article 1: ND — Freedom, Equality, Brotherhood Article 1: No Data — Freedom, Equality, Brotherhood 1 Article 2: ND — Non-Discrimination Article 2: No Data — Non-Discrimination 2 Article 3: ND — Life, Liberty, Security Article 3: No Data — Life, Liberty, Security 3 Article 4: ND — No Slavery Article 4: No Data — No Slavery 4 Article 5: ND — No Torture Article 5: No Data — No Torture 5 Article 6: ND — Legal Personhood Article 6: No Data — Legal Personhood 6 Article 7: ND — Equality Before Law Article 7: No Data — Equality Before Law 7 Article 8: ND — Right to Remedy Article 8: No Data — Right to Remedy 8 Article 9: ND — No Arbitrary Detention Article 9: No Data — No Arbitrary Detention 9 Article 10: ND — Fair Hearing Article 10: No Data — Fair Hearing 10 Article 11: ND — Presumption of Innocence Article 11: No Data — Presumption of Innocence 11 Article 12: ND — Privacy Article 12: No Data — Privacy 12 Article 13: ND — Freedom of Movement Article 13: No Data — Freedom of Movement 13 Article 14: ND — Asylum Article 14: No Data — Asylum 14 Article 15: ND — Nationality Article 15: No Data — Nationality 15 Article 16: ND — Marriage & Family Article 16: No Data — Marriage & Family 16 Article 17: ND — Property Article 17: No Data — Property 17 Article 18: ND — Freedom of Thought Article 18: No Data — Freedom of Thought 18 Article 19: +0.27 — Freedom of Expression 19 Article 20: ND — Assembly & Association Article 20: No Data — Assembly & Association 20 Article 21: ND — Political Participation Article 21: No Data — Political Participation 21 Article 22: ND — Social Security Article 22: No Data — Social Security 22 Article 23: ND — Work & Equal Pay Article 23: No Data — Work & Equal Pay 23 Article 24: ND — Rest & Leisure Article 24: No Data — Rest & Leisure 24 Article 25: ND — Standard of Living Article 25: No Data — Standard of Living 25 Article 26: +0.36 — Education 26 Article 27: +0.64 — Cultural Participation 27 Article 28: ND — Social & International Order Article 28: No Data — Social & International Order 28 Article 29: ND — Duties to Community Article 29: No Data — Duties to Community 29 Article 30: ND — No Destruction of Rights Article 30: No Data — No Destruction of Rights 30
Negative Neutral Positive No Data
Aggregates
E
+0.38
S
+0.32
Weighted Mean +0.45 Unweighted Mean +0.42
Max +0.64 Article 27 Min +0.27 Article 19
Signal 3 No Data 28
Volatility 0.16 (Medium)
Negative 0 Channels E: 0.6 S: 0.4
SETL +0.12 Editorial-dominant
FW Ratio 63% 15 facts · 9 inferences
Agreement Low 3 models · spread ±0.345
Evidence 8% coverage
1H 2M 1L 28 ND
Theme Radar
Foundation Security Legal Privacy & Movement Personal Expression Economic & Social Cultural Order & Duties Foundation: 0.00 (0 articles) Security: 0.00 (0 articles) Legal: 0.00 (0 articles) Privacy & Movement: 0.00 (0 articles) Personal: 0.00 (0 articles) Expression: 0.27 (1 articles) Economic & Social: 0.00 (0 articles) Cultural: 0.50 (2 articles) Order & Duties: 0.00 (0 articles)
HN Discussion 17 top-level · 23 replies
srean 2026-03-12 10:25 UTC link
This has been some sort of a mix of peeve and a moment of enlightenment of mine when I understood this.

I wholeheartedly agree with the point being made in the post. I had commented about this in the recent asin() post but deleted thinking it might not be of general interest.

If you care about angles and rotations in the plane, it is often profitable to represent an angle not by a scalar such as a degree or a radian but as a tuple

    (cos \theta, sin \theta)
or as a complex number.

This way one can often avoid calls to expensive trigonometric functions. One may need calls to square roots and general polynomial root finding.

In Python you can represent an angle as a unit complex numbers and the runtime will do the computations for you.

For example, if you needed the angular bisector of an angle subtended at the origin (you can translate the vertex there and later undo the translation), the bisector is just the geometric mean of the arms of the angle

   sqrt(z1 * z2)
Along with stereographic transform and its inverse you can do a lot.

This is directly related to the field of algebraic numbers.

With complex numbers you get translations, scaled rotations and reflections. Sufficient for Euclidean geometry.

chriswarbo 2026-03-12 10:45 UTC link
Norman Wildberger takes this to the extreme with Rational Trigonometry https://en.wikipedia.org/wiki/Divine_Proportions:_Rational_T...

It eschews angles entirely, sticking to ratios. It avoids square roots by sticking to "quadrances" (squared distance; i.e. pythagoras/euclidean-distance without taking square roots).

I highly recommend Wildberger's extensive Youtube channels too https://www.youtube.com/@njwildberger and https://www.youtube.com/@WildEggmathematicscourses

He's quite contrarian, so I'd take his informal statements with a pinch of salt (e.g. that there's no such thing as Real numbers; the underlying argument is reasonable, but the grand statements lose all that nuance); but he ends up approaching many subjects from an interesting perspective, and presents lots of nice connections e.g. between projective geometry, linear algebra, etc.

storus 2026-03-12 10:49 UTC link
In principle, wouldn't a change of basis be all that is needed?
GistNoesis 2026-03-12 11:40 UTC link
I think it boils down to the alternate view of rotations as two successive reflections.

You can then use householder matrix to avoid trigonometry.

These geometric math tricks are sometimes useful for efficient computations.

For example you can improve Vector-Quantization Variational AutoEncoder (VQ-VAE) using a rotation trick, and compute it efficiently without trigonometry using Householder matrix to find the optimal rotation which map one vector to the other. See section 4.2 of [1]

The question why would someone avoid trigonometry instead of looking toward it is another one. Trigonometry [2] is related to the study of the triangles and connect it naturally to the notion of rotation.

Rotations [3] are a very rich concept related to exponentiation (Multiplication is repeated addition, Exponentiation is repeated multiplication).

As doing things repeatedly tend to diverge, rotations are self stabilizing, which makes them good candidates as building blocks for the universe [4].

Because those operations are non commutative, tremendous complexity emerge just from the order in which the simple operations are repeated, yet it's stable by construction [5][6]

[0]https://en.wikipedia.org/wiki/Householder_transformation

[1]https://arxiv.org/abs/2410.06424

[2]https://en.wikipedia.org/wiki/Trigonometry

[3]https://en.wikipedia.org/wiki/Matrix_exponential

[4]https://en.wikipedia.org/wiki/Exponential_map_(Lie_theory)

[5]https://en.wikipedia.org/wiki/Geometric_algebra

[6]https://en.wikipedia.org/wiki/Clifford_algebra

the__alchemist 2026-03-12 11:55 UTC link
I think this is more subjective than the author makes it out to be. I take a third approach: You can change out Matrices for Quaternions. Then do almost every operation using these two types, and a few operation between them. The operation implementations are a mix of dot products, quaternion multiplication, trig etc.

I find this flow works well because it's like building arbitrarily complex transformation by composing a few operations, so easy to keep in my head. Or maybe I just got used to it, and the key is find a stick with a pattern you're effective with.

So:

> For example, you are aligning a spaceship to an animation path, by making sure the spaceship's z axis aligns with the path's tangent or direction vector d.

Might be:

  let ship_z = ship.orientation.rotate_vec(Z_AXIS);
  let rotator = Quaternion::from_unit_vecs(ship_z.to_normalized(), path.to_normalized());

  ship.orientation *= rotator;
I should break this down into individual interoperations to compare this to the two examples in the article. To start, `from_unit_vecs` is based on the cross product, and `rotate_vec` is based on quaternion-vector multiplication. So no trig there. But `quaternion::from_axis_angle()` uses sin and cos.

I need to review for the sort of redundant operations it warns about, but from a skim, I'm only using acos for SLERP, and computing dihedral angles, which aren't really the basic building blocks. Not using atan. So maybe OK?

edit: Insight: It appears the use of trig in my code is exclusively for when an angle is part of the concept. If something is only vectors and quaternions, it stays that way. If an angle is introduced, trig occurs. And to the article: For that spaceship alignment example, it doesn't introduce an angle, so no trig. But there are many cases IMO where you want an explicit angle (Think user interactions)

dxuh 2026-03-12 11:59 UTC link
I agree that use of trigonometry is almost always a smell, but e.g. in games there are so many cases where angles are just more useful and intuitive. I just grep-ed for "angle" in a game of mine and I find it for orienting billboard particles (esp. for particles a single angle is much better than a quat for example). Also for an FPS camera controller. It's much simpler to just store a pitch and a yaw and change that with mouse movement, than storing a quat. You can't really look at a quat and know what kind of rotation it represents without opening a calculator. And I also use it for angle "fudging" so if you want to interact with something if you are roughly looking at it, you need to configure an angle range that should be allowed. It just makes sense to configure this as an angle, because we have some intuition for angles. So I guess for computations angles are probably usually wrong, but they are great for intuition (they are low-dimensional and linear in amount of rotation). That makes them a better human interface for rotations. And as soon as you computations start with angles, of course they find their way into the rest of the code.
20k 2026-03-12 12:17 UTC link
>poorly designed third party APIs

I think this is missing the reason why these APIs are designed like this: because they're convenient and intuitive

Its rare that this kind of performance matters, or that the minor imprecisions of this kind of code matter at all. While its certainly true that we can write a better composite function, it also means that.. we have to write a completely new function for it

Breaking things up into simple, easy to understand, reusable representations is good. The complex part about this kinds of maths is not the code, its breaking up what you're trying to do into a set of abstracted concepts so that it doesn't turn into a maintenance nightmare

Where this really shows up more obviously is in more real-world library: axis angle rotations are probably a strong type with a lot of useful functions attached to it, to make your life easier. For maths there is always an abstraction penalty, but its usually worth the time saved, because 99.9999% of the time it simply doesn't matter

Add on top of this that this code would be optimised away with -ffast-math, and its not really relevant most of the time. I think everyone goes through this period when they think "lots of this trig is redundant, oh no!", but the software engineering takes priority generally

simonreiff 2026-03-12 12:59 UTC link
Nice article! I'm not a graphics programmer but mathematically it makes full sense that cross-product would be a vast optimization over using `sin()`. From a complexity perspective, the computation of a cross-product reduces to calculating a formal determinant, a fixed number of arithmetic operations, and hence resolves to O(1) complexity. By contrast, computing `sin()` is O(M(n)log(n)) (even though faster algorithms are often possible in practice). See Brent, Fast multiple-precision evaluation of elementary functions (1976).
virgil_disgr4ce 2026-03-12 13:58 UTC link
OK I have a genuine question outside the topic of TFA. Do people really prefer "orientate" over "orient"? This pattern baffles me. You don't get out of the subway and "orientate" yourself, you "orient" yourself.

I mean I'm perfectly aware that language is a descriptive cultural process etc etc but man this bugs the crap out of me for some reason

cmovq 2026-03-12 16:00 UTC link
For a graphics programmer acos(dot(x, y)) always raises an eyebrow. Since most of the time you actually want cos(theta) and even when you think you need the angle you probably don’t.
rprenger 2026-03-12 16:58 UTC link
Also, while we're getting rid of angles, can we please get rid of cross products and just use geometric algebra tools?
susmatthew 2026-03-12 17:02 UTC link
I don't disagree with the "use linear algebra" assertion the author makes.

The most impressive math I've seen done during a real-time technical conversation was by someone leveraging comprehensive command of trig identities.

aap_ 2026-03-12 17:10 UTC link
He's still computing cross(z, d) and dot(z, d) separately. that looks like a code smell to me. with quaternions this would be easier: just calculate the quotient between z and d and take the square root (which means adding 1 and renormalising). the square root is necessary if one is dealing with vectors, which live in a kind of square-y space. finding the rotation between two spinors is even simpler: it's just the quotient of the the spinors as quaternions. unfortunately hamilton's view that quaternions are the quotient of vectors has never been quite abandoned. it's much more natural to think of them as quotients of spinors.
mistivia 2026-03-13 01:53 UTC link
> we are performing an rather imprecise and expensive acos() call

No, the acos() call is not expensive at all. There is hardware acceleration.We can calculate acos() with in 12 CPU instructions.

https://git.musl-libc.org/cgit/musl/tree/src/math/i386/acos....

don-bright 2026-03-13 07:09 UTC link
The other thing it can give you is computationally exact results since rationals are closed over division. Sine is interesting because where the input is rational the output is almost always irrational and where the output is rational the input is almost always irrational. In computation the first time you use sine in a program you have injected approximation. If you want to build things like reproducible code and geometric caching it can be interesting to compare using a purely rational computation system to an approximative system.
srean 2026-03-12 10:47 UTC link
He maybe considered contrarian but his math is sound.
srean 2026-03-12 10:52 UTC link
It's a little more than change of basis, although change of basis is an important part of it. It converts many apparently trigonometric operations into algebraic ones, root finding included.

There are certain drawbacks. If the solution involves non-algebraic numbers there is no getting away from the transcendental numbers (that ultimately get approximated by algebraic numbers).

djmips 2026-03-12 11:55 UTC link
This is avoiding an common but unnecesary round trip. When your inputs are vectors, angles are an unnecessary intermediate representation. You can substitute the geometric meaning of dot and cross product directly into the Rodrigues matrix and get by with less operations overall. It's more elegant, uses less instructions.
skrebbel 2026-03-12 12:07 UTC link
The point isn't that formula, it's that using angles for parameters or intermediary values is often wasteful.
aleph_minus_one 2026-03-12 12:31 UTC link
> You can change out Matrices for Quaternions.

Better use spin groups: they work in every dimension.

eska 2026-03-12 12:50 UTC link
Now, don't get me wrong. Trigonometry is convenient and necessary for data input and for feeding the larger algorithm.
hrmtst93837 2026-03-12 13:41 UTC link
Storing pitch and yaw breaks down once you want arbitrary camera rolls, or if you need to interpolate between orientations, because of gimbal lock. Using angles for small UI bits or flat objects is fine, but when those billboard particles need more than one axis of freedom, you usually end up needing quats anyway. Quats are opaque, but conversion functions and debug views help when you actually need to read what's going on. Trig shortcuts mostly pay off for simple or highly constrained motion, but scaling them up tends to introduce messy edge cases.
the__alchemist 2026-03-12 14:00 UTC link
Ok, this is very interesting, as after pondering my code and the article's main pt, I independently came to the same conclusion that angles are what introduces trig. I agree that maybe people might be using angles as intermediates, but IMO there are cases where they're the most realistic abstraction. For example, how can I map a user's mouse movements, or button presses to a change in rotation without a scalar value? Without trig?

User moves cursor or stick a number of pixels/units. User holds key for a number of ms. This is a scalar: An integer or floating point. I pose this to the trig-avoiders: How do I introduce a scalar value into a system of vectors and matrices or quaternions?

nyeah 2026-03-12 14:07 UTC link
I think Americans tend to say "orient." I think English people tend to say "orientate."
the__alchemist 2026-03-12 14:07 UTC link
Update with the big picture: I think the rotationAxisAngle example in the article is fine. The problem isn't that it exists and uses angles/trig: There are legit uses for that function! The problem is that it's not the best tool for aligning the spaceship. So: Problem is not that fn or angles/trig: It's using the wrong tool.
et1337 2026-03-12 14:45 UTC link
Based on my experience writing many games that work great barring the occasional random physics engine explosion, I suspect that trigonometry is responsible for a significant proportion of glitches.

I think over the years I subconsciously learned to avoid trig because of the issues mentioned, but I do still fall back to angles, especially for things like camera rotation. I am curious how far the OP goes with this crusade in their production code.

DroneBetter 2026-03-12 14:46 UTC link
citing the Wikipedia page for trigonometry makes this feel a lot like you just told an LLM the expected comment format and told it to write insightful comments
moi2388 2026-03-12 16:15 UTC link
I absolutely get out of the subway and orientate myself.

If I orient myself I have not taken the subway but the orient express, I’m afraid..

newsoftheday 2026-03-12 16:42 UTC link
> I think this is missing the reason why these APIs are designed like this: because they're convenient and intuitive

Agreed. In my view, the method the author figured out is far from intuitive for the general population, including me.

Razengan 2026-03-12 16:55 UTC link
Stuff like this is what really interests me in trying to imagine how differently aliens might use things that we consider to be immutable fundamentals.
BenoitP 2026-03-12 17:55 UTC link
> He's still computing cross(z, d) and dot(z, d) separately. that looks like a code smell to me. with quaternions ...

Fair point, but I think you misspelled Projective Geometric Algebra

ajkjk 2026-03-12 19:00 UTC link
the dot/cross product are the same operation but expanded into coordinates. Maybe the quaternion (/geometric algebra) version is more compact but it's not like it's a different set of computations. Whereas their removal of the trig functions actually does skip a bunch of unnecessary steps.
ajkjk 2026-03-12 19:03 UTC link
It is not.
keeganpoppen 2026-03-12 20:31 UTC link
he sounds awesome. even though i’m sure i would view him as a total kook, he’s the kind of kook that life is brighter for everyone with his existence.
nwallin 2026-03-12 23:46 UTC link
My experience is that it's really easy to subtly fuck something up if you're doing a bunch of trig in code. If there's something subtly wrong somewhere, everything seems to work for a while, then one day you hit gimbal lock. Then you have to add a special case. Then you hit gimbal lock somewhere else in the code. Or you have tan spit out +/- infinity or NaN. Another special case. Or you have acos or asin in their degenerate regions where the minor imprecision isn't minor anymore, it's catastrophic imprecision. Another special case. Trig heavy code will work 0% of the time if you have an obvious bug, or will work 99% of the time if you a subtle bug, and once you start chasing that long tail you're just adding 9s and will never get to 100%. And if you have code that will run thousands/millions of times per frame, you need a lot of 9s to make sure a user can get through minutes or hours of using your software without hitting bugs.

Doing the same work sticking strictly to vectors and matrices tends to either not work at all or be bulletproof.

The other thing is that trig tends to build complexity very quickly. It's fine if you're doing a single rotation and a single translation, but once you start composing nested transformations it all goes to shit.

Or maybe you're substantially better at trig than I am. I've only been doing trig for 30 years, so I still have a lot to learn before I stop making the same sophomore mistakes.

QuaternionsBhop 2026-03-13 00:53 UTC link
I also invented this! There is cool stuff like angle adding and angle doubling formulas, but the main downside is that you can only directly encode 180 degrees of rotation. I use it for FOV in my games internally! (With degrees as user input of course.) In order to actually use it to replace angles, I assume you'd want to use some sort of half angle system like quaternions. Even then you still have singularities, so it does have its warts.
adrian_b 2026-03-13 09:20 UTC link
The trigonometric functions need not inject worse approximations than division.

If you compute trigonometric functions where the arguments are binary floating-point numbers and you measure the angles in cycles, not in radians (using radians is always a huge mistake in my opinion), the results can be expressed exactly using rational operations and the sqrt function.

You could compute them symbolically and use such symbolic expressions for exact computation, like you use rational numbers.

If you compute them numerically, computing a sqrt does not need more time than a division and correct rounding or computing an arbitrary number of digits are also not more difficult than for division.

Of course, you typically do not care about this, so you can just compute the trigonometric functions approximately, like you also do with division and sqrt, and in a similar time.

srean 2026-03-13 11:23 UTC link
Depends on the hardware type.
Editorial Channel
What the content says
+0.55
Article 27 Cultural Participation
High Advocacy
Editorial
+0.55
SETL
+0.29

Content directly promotes participation in and advancement of scientific and cultural knowledge. Author contributes to computer graphics as scientific field, advocates for better mathematical understanding, and shares intellectual discoveries with community.

+0.35
Article 26 Education
Medium Advocacy Practice
Editorial
+0.35
SETL
+0.19

Content promotes education and understanding in computer graphics and mathematical principles. Article advocates for improved mathematical literacy and critical thinking about algorithmic design, supporting right to education and development.

+0.25
Article 19 Freedom of Expression
Medium Advocacy Practice
Editorial
+0.25
SETL
-0.12

Content advocates for free expression of technical ideas and reinterpretation of established practices. Author explicitly argues against prevailing conventions (trigonometric methods in graphics) and presents alternative viewpoints, promoting intellectual freedom.

ND
Preamble Preamble

Content does not engage with Preamble themes of human dignity, justice, or freedom.

ND
Article 1 Freedom, Equality, Brotherhood

Article concerns equality and brotherhood of all humans. Content makes no statements regarding human equality or dignity.

ND
Article 2 Non-Discrimination
Low Practice

Content makes no direct statements about discrimination or distinctions.

ND
Article 3 Life, Liberty, Security

Article concerns right to life, liberty, and security. Content does not engage with these themes.

ND
Article 4 No Slavery

Article prohibits slavery and servitude. Content does not address this topic.

ND
Article 5 No Torture

Article prohibits torture and cruel treatment. Content does not engage with this theme.

ND
Article 6 Legal Personhood

Article concerns right to recognition as a person before law. Content does not engage with this theme.

ND
Article 7 Equality Before Law

Article concerns equal protection under law. Content does not address legal protection.

ND
Article 8 Right to Remedy

Article concerns remedies for rights violations. Content does not engage with judicial or remedial themes.

ND
Article 9 No Arbitrary Detention

Article prohibits arbitrary arrest or detention. Content does not address this topic.

ND
Article 10 Fair Hearing

Article concerns fair trial and due process. Content does not engage with these themes.

ND
Article 11 Presumption of Innocence

Article concerns presumption of innocence and fair trial. Content does not address criminal justice.

ND
Article 12 Privacy

Article protects privacy, family, and correspondence. Content does not engage with privacy themes.

ND
Article 13 Freedom of Movement

Article concerns freedom of movement and residence. Content does not address these topics.

ND
Article 14 Asylum

Article concerns asylum from persecution. Content does not engage with this theme.

ND
Article 15 Nationality

Article concerns right to nationality. Content does not address nationality or citizenship.

ND
Article 16 Marriage & Family

Article concerns family rights and marriage. Content does not engage with these themes.

ND
Article 17 Property

Article concerns property rights. Content does not address property or ownership.

ND
Article 18 Freedom of Thought

Article concerns freedom of thought, conscience, and religion. Content does not engage with these themes.

ND
Article 20 Assembly & Association

Article concerns freedom of peaceful assembly and association. Content does not address these topics.

ND
Article 21 Political Participation

Article concerns democratic participation and voting. Content does not engage with political participation.

ND
Article 22 Social Security

Article concerns economic and social security rights. Content does not address these topics.

ND
Article 23 Work & Equal Pay

Article concerns work and labor rights. Content does not engage with labor or employment rights.

ND
Article 24 Rest & Leisure

Article concerns rest, leisure, and reasonable working hours. Content does not address these topics.

ND
Article 25 Standard of Living

Article concerns adequate standard of living and health. Content does not engage with welfare or health.

ND
Article 28 Social & International Order

Article concerns social and international order protecting human rights. Content does not address social order or institutional frameworks.

ND
Article 29 Duties to Community

Article concerns duties and community limitations. Content does not address social duties or limitations.

ND
Article 30 No Destruction of Rights

Article prohibits activity destroying rights and freedoms. Content does not engage with this theme.

Structural Channel
What the site does
Element Modifier Affects Note
Legal & Terms
Privacy
No privacy policy or data collection mechanisms observable on domain.
Terms of Service
No terms of service observable on domain.
Identity & Mission
Mission +0.05
Article 27
Domain mission statement emphasizes learning and knowledge sharing in computer graphics, which aligns broadly with Article 27 (participation in cultural and scientific advancement).
Editorial Code
No explicit editorial code or ethics policy observable.
Ownership
Single author (Inigo Quilez) operates domain; no corporate or institutional conflicts of interest evident.
Access & Distribution
Access Model +0.10
Article 26 Article 27
Content is freely accessible without paywall or registration, supporting universal access to educational material.
Ad/Tracking
No advertising or tracking mechanisms observable on page.
Accessibility -0.05
Article 2 Article 26
Page lacks alt text for code examples and mathematical notation; no structured headings observed; minimal ARIA labels. Slightly limits accessibility to users with visual or cognitive disabilities.
+0.40
Article 27 Cultural Participation
High Advocacy
Structural
+0.40
Context Modifier
+0.15
SETL
+0.29

Domain operates as open knowledge-sharing platform. Free access enables broad participation in scientific learning. Author's long engagement (since 1994) signals sustained contribution to field.

+0.30
Article 19 Freedom of Expression
Medium Advocacy Practice
Structural
+0.30
Context Modifier
0.00
SETL
-0.12

Content is freely published and accessible without restriction. No censorship mechanisms observable. Author's name and position clearly attributed.

+0.25
Article 26 Education
Medium Advocacy Practice
Structural
+0.25
Context Modifier
+0.05
SETL
+0.19

Content freely accessible without educational barriers (no paywall). However, accessibility gaps (lack of alt text, semantic markup) limit full access for some learners.

ND
Preamble Preamble

No structural signals related to Preamble values.

ND
Article 1 Freedom, Equality, Brotherhood

No structural signals related to equal human rights.

ND
Article 2 Non-Discrimination
Low Practice

Accessibility barriers (lack of alt text, minimal semantic structure) may exclude individuals with disabilities from full participation in educational content.

ND
Article 3 Life, Liberty, Security

No relevant structural signals.

ND
Article 4 No Slavery

No relevant structural signals.

ND
Article 5 No Torture

No relevant structural signals.

ND
Article 6 Legal Personhood

No relevant structural signals.

ND
Article 7 Equality Before Law

No relevant structural signals.

ND
Article 8 Right to Remedy

No relevant structural signals.

ND
Article 9 No Arbitrary Detention

No relevant structural signals.

ND
Article 10 Fair Hearing

No relevant structural signals.

ND
Article 11 Presumption of Innocence

No relevant structural signals.

ND
Article 12 Privacy

No privacy mechanisms or protections observable; no intrusion observed either.

ND
Article 13 Freedom of Movement

No relevant structural signals.

ND
Article 14 Asylum

No relevant structural signals.

ND
Article 15 Nationality

No relevant structural signals.

ND
Article 16 Marriage & Family

No relevant structural signals.

ND
Article 17 Property

No relevant structural signals.

ND
Article 18 Freedom of Thought

No relevant structural signals.

ND
Article 20 Assembly & Association

No relevant structural signals.

ND
Article 21 Political Participation

No relevant structural signals.

ND
Article 22 Social Security

No relevant structural signals.

ND
Article 23 Work & Equal Pay

No relevant structural signals.

ND
Article 24 Rest & Leisure

No relevant structural signals.

ND
Article 25 Standard of Living

No relevant structural signals.

ND
Article 28 Social & International Order

No relevant structural signals.

ND
Article 29 Duties to Community

No relevant structural signals.

ND
Article 30 No Destruction of Rights

No relevant structural signals.

Supplementary Signals
How this content communicates, beyond directional lean. Learn more
Epistemic Quality
How well-sourced and evidence-based is this content?
0.81 medium claims
Sources
0.8
Evidence
0.8
Uncertainty
0.7
Purpose
0.9
Propaganda Flags
No manipulative rhetoric detected
0 techniques detected
Emotional Tone
Emotional character: positive/negative, intensity, authority
measured
Valence
+0.3
Arousal
0.5
Dominance
0.5
Transparency
Does the content identify its author and disclose interests?
0.70
✓ Author
More signals: context, framing & audience
Solution Orientation
Does this content offer solutions or only describe problems?
0.70 solution oriented
Reader Agency
0.8
Stakeholder Voice
Whose perspectives are represented in this content?
0.30 2 perspectives
Speaks: individuals
About: institutioncorporation
Temporal Framing
Is this content looking backward, at the present, or forward?
present medium term
Geographic Scope
What geographic area does this content cover?
global
Complexity
How accessible is this content to a general audience?
technical high jargon domain specific
Longitudinal 624 HN snapshots · 159 evals
+1 0 −1 HN
Audit Trail 179 entries
2026-03-16 03:35 eval_success PSQ evaluated: g-PSQ=0.280 (3 dims) - -
2026-03-16 03:35 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-16 03:34 eval_success Lite evaluated: Neutral (-0.07) - -
2026-03-16 03:34 model_divergence Cross-model spread 0.52 exceeds threshold (2 models) - -
2026-03-16 03:34 eval Evaluated by llama-4-scout-wai: -0.07 (Neutral) +0.01
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-16 03:34 rater_validation_warn Lite validation warnings for model llama-4-scout-wai: 1W 0R - -
2026-03-16 00:56 eval_success Evaluated: Moderate positive (0.45) - -
2026-03-16 00:56 model_divergence Cross-model spread 0.53 exceeds threshold (2 models) - -
2026-03-16 00:56 eval Evaluated by claude-haiku-4-5-20251001: +0.45 (Moderate positive) 13,336 tokens
2026-03-16 00:56 rater_validation_warn Validation warnings for model claude-haiku-4-5-20251001: 0W 1R - -
2026-03-15 22:50 eval_success PSQ evaluated: g-PSQ=0.280 (3 dims) - -
2026-03-15 22:50 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-15 22:07 eval_success Lite evaluated: Neutral (-0.08) - -
2026-03-15 22:07 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-15 22:07 rater_validation_warn Lite validation warnings for model llama-4-scout-wai: 1W 0R - -
2026-03-15 17:56 eval_success PSQ evaluated: g-PSQ=0.280 (3 dims) - -
2026-03-15 17:56 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-15 17:39 eval_success Lite evaluated: Neutral (-0.08) - -
2026-03-15 17:39 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-15 17:39 rater_validation_warn Lite validation warnings for model llama-4-scout-wai: 1W 0R - -
2026-03-15 16:41 eval_success PSQ evaluated: g-PSQ=0.280 (3 dims) - -
2026-03-15 16:41 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-15 16:26 eval_success Lite evaluated: Neutral (-0.08) - -
2026-03-15 16:26 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-15 16:26 rater_validation_warn Lite validation warnings for model llama-4-scout-wai: 1W 0R - -
2026-03-14 22:33 eval_success Lite evaluated: Neutral (-0.08) - -
2026-03-14 22:33 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 22:33 rater_validation_warn Lite validation warnings for model llama-4-scout-wai: 1W 0R - -
2026-03-14 21:35 eval_success PSQ evaluated: g-PSQ=0.280 (3 dims) - -
2026-03-14 21:35 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 21:21 eval_success Lite evaluated: Neutral (-0.08) - -
2026-03-14 21:21 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 20:18 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 20:10 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 19:07 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 18:43 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 17:53 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 17:08 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 16:21 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 15:59 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 13:57 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 13:30 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 13:19 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 12:54 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 12:41 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 12:19 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 12:05 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 11:44 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 11:26 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 11:09 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 10:50 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 10:34 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 10:11 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 09:52 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 09:31 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 09:13 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 08:49 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 08:35 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 08:08 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 07:54 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 07:26 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 07:12 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 06:42 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 06:32 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 06:01 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 05:54 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 05:21 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 05:15 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 04:39 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 04:34 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 04:01 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 03:59 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 03:06 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 03:02 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 02:28 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 02:22 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 01:48 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 01:45 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 01:08 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-14 01:07 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 00:39 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-14 00:39 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 23:41 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 23:38 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 22:33 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 22:30 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 21:08 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 21:04 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 20:00 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 19:55 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 18:36 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 18:31 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 17:21 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 17:19 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 15:56 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 15:54 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 15:20 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 15:15 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 14:43 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 14:30 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 14:01 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 13:52 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 13:25 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 13:19 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 12:51 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 12:39 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 12:15 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 12:02 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 11:41 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 11:25 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 11:02 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 10:47 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 10:25 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 10:08 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 09:46 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 09:30 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 09:07 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 08:49 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 08:30 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 08:11 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 07:49 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 07:31 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 07:10 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 06:52 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 06:33 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 06:12 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 05:56 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 05:37 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 05:21 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 05:01 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 04:47 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 04:24 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 04:11 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 03:49 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 03:36 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 03:14 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 02:59 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 02:39 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 02:24 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 02:04 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 01:49 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 01:29 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 01:18 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 00:57 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-13 00:52 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-13 00:15 eval Evaluated by llama-3.3-70b-wai-psq: +0.32 (Moderate positive)
2026-03-13 00:12 eval Evaluated by llama-3.3-70b-wai: -0.24 (Mild negative)
reasoning
Technical article on computer graphics
2026-03-12 23:59 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 23:49 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 23:18 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 22:35 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 22:03 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 21:52 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 21:22 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 21:17 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 21:01 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 20:57 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 19:58 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 19:51 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 18:31 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 18:21 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 16:59 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 16:56 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 15:49 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 15:44 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 14:19 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 14:16 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 13:38 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 13:34 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 12:57 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 12:55 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 12:22 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 12:19 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 11:54 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 11:53 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 11:34 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive) 0.00
2026-03-12 11:34 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral) 0.00
reasoning
Technical article on computer graphics and mathematics, no human rights discussion
2026-03-12 11:10 eval Evaluated by llama-4-scout-wai-psq: +0.28 (Mild positive)
2026-03-12 11:09 eval Evaluated by llama-4-scout-wai: -0.08 (Neutral)
reasoning
Technical article on computer graphics and mathematics, no human rights discussion