Probably the most known post about SIMD SW render was about triangle rasterization, written by Nick Capen.
But i can't find it anymore. seems gone.
IIRC, it was about rendering blocks of triangles, and each pixel solved all 3 side of line equations. But because it was parallelized, it was faster than the traditional edge walk for scanlines.
I also remember a powerful SW renderer Pixomatic, aiming to work on Larrabee. Michael Abrash worked on it among others. Papers are easy to find, e.g. https://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/abrash09_lrbrast.pdf Maybe this gives some good resources.
Oh… i remember about a really good and recent resource. It was an open source SW renderer, fast enough to run games with pretty detailed graphics, and it was posted here on this forum. But can't give any name or search term. :( Project is on GitHub.