These articles discuss the technical background of Use.GPU and the architecture of the Live effect run-time.
The Case for Use.GPU
Why GPU programming is so different, why existing approaches fall short, and how to fix it.
Frickin' Shaders with Frickin' Laser Beams
On shader closures and the Use.GPU shader linker and tree shaker.
On Variance and Extensibility
How to design extensible, composable systems.
These articles explain Effect-based programming and how to combine it with a data-flow and memoization perspective.