# Blogs and writing Much of the research progress on piet-gpu is documented in blog entries. Here are the most relevant: * [piet-gpu progress: clipping](https://raphlinus.github.io/rust/graphics/gpu/2022/02/24/piet-gpu-clipping.html), Feb 24, 2022 * [Fast 2D rendering on GPU](https://raphlinus.github.io/rust/graphics/gpu/2020/06/13/fast-2d-rendering.html), Jun 13, 2020 * [A sort-middle architecture for 2D graphics](https://raphlinus.github.io/rust/graphics/gpu/2020/06/12/sort-middle.html), Jun 12, 2020 * [piet-gpu progress report](https://raphlinus.github.io/rust/graphics/gpu/2020/06/01/piet-gpu-progress.html), Jun 1, 2020 * [2D Graphics on Modern GPU](https://raphlinus.github.io/rust/graphics/gpu/2019/05/08/modern-2d.html), May 8, 2019 There are some posts more general to GPU compute programming that might be of some interest: * [The stack monoid revisited](https://raphlinus.github.io/gpu/2021/05/13/stack-monoid-revisited.html), May 13, 2021 * [Prefix sum on portable compute shaders](https://raphlinus.github.io/gpu/2021/11/17/prefix-sum-portable.html), Nov 17, 2021 * [The stack monoid](https://raphlinus.github.io/gpu/2020/09/05/stack-monoid.html), Sep 5, 2020 * [Prefix sum on Vulkan](https://raphlinus.github.io/gpu/2020/04/30/prefix-sum.html), Apr 30, 2020 * [GPU resources](https://raphlinus.github.io/gpu/2020/02/12/gpu-resources.html), Feb 12, 2020 A paper, [Fast GPU bounding boxes on tree-structured scenes], describes the algorithm to compute bounding boxes for clipping and blending. [Fast GPU bounding boxes on tree-structured scenes]: https://arxiv.org/abs/2205.11659