As hobby project, I wrote a font rasterizer algorithm (two algorithms actually) that produces pixel perfect anti-aliased images (like Slug) using a similar but different algorithm. Rather than using Slug's clever root classifier for Bezier curves, I subdivide Bezier curves into monotonic sections where evaluating the winding number is much simpler and can be done in parallel for a group of pixels. It works nicely on GPU with warp/wave/subgroup operations and CPU using SIMD.
At first glance, subdividing the Bezier curves sounds like a bad idea (more Beziers to rasterize) but it opens doors for some parallelism, and most Bezier curves that appear in fonts are monotonic in the first place (so the increase is very modest). This was inspired by this entertaining but not very serious video about font rasterization [0].
The first parallelism optimization is checking against the curve bounding box vs. a rectangular (in uv-space) region of pixels, and this can quickly determine if the Bezier needs to be evaluated in the first place. This can be done per GPU warp.
The second optimization works only for rectilinear transformation (no rotation, skew or perspective). Solving the quadratic equation involves a square root and a division (which alone are >30% of the computation), which can be computed for each row and column of pixels instead of for each pixel (2n instead of n^2).
Both optimizations rely on mathematical invariants of monotonicity, ie. the derivative of the Bezier curve must be non-zero. All Bezier curves can be robustly subdivided into monotonic sections using de Casteljau's algorithm.
My simple benchmarks compare favorably to Slug on the GPU and to "fast" rasterization algorithms on the CPU (which is an order of magnitude faster than "fancy" rasterization algorithms with hinting etc).
Unfortunately there are so many hobby projects and so little time. All I have is messy shaders that draw individual characters and a few benchmarks to see how quickly (and something similar for the CPU). Going from there to a complete text rendering system would be a lot of work. Writing a more detailed article with illustrative code examples is something I'd want to do but haven't gotten around to.
If you want to offer words of encouragement or geek out about rasterization algorithms, I welcome any input.
[0] https://www.youtube.com/watch?v=SO83KQuuZvg Sebastian Lague - Coding Adventures: Rendering text.