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