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Explain the shader compilation approach. Also add links while I'm at it.
1.6 KiB
1.6 KiB
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, Feb 24, 2022
- Fast 2D rendering on GPU, Jun 13, 2020
- A sort-middle architecture for 2D graphics, Jun 12, 2020
- piet-gpu progress report, Jun 1, 2020
- 2D Graphics on Modern GPU, May 8, 2019
There are some posts more general to GPU compute programming that might be of some interest:
- The stack monoid revisited, May 13, 2021
- Prefix sum on portable compute shaders, Nov 17, 2021
- The stack monoid, Sep 5, 2020
- Prefix sum on Vulkan, Apr 30, 2020
- GPU resources, Feb 12, 2020
A paper, Fast GPU bounding boxes on tree-structured scenes, describes the algorithm to compute bounding boxes for clipping and blending.