Also, it is my understanding that surface compositing is done in hardware using surface-backed textures, with any software rendering of those surfaces being done on the main UI thread while responding to messages such as drawRect, using CoreGraphics (not CoreAnimation). The only thing that gets shoved to background threads are, AFAIK, animations that are specified in code but then "set free" into the CoreAnimation backend.
I thereby don't feel like these comments adequately defend the statements made in the article: the things it claims are benefits of iOS's graphics architecture either A) work the same on Android (per the post it is responding to from the Android developer regarding the myths of Android hardware surface compositing) or B) actually happen in software on the main/UI thread on iOS. I think we need to look elsewhere for the real cause of Android's horrible touch response. ;(