Description

Book Synopsis

Tackle the Challenges of Parallel Programming in the Visual Effects Industry

In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code.

Diverse Solutions to Solve Performance Problems

After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve bet

Trade Review

"Multithreading applications is hard, but for today’s performance-critical codes, an absolute necessity. This book shows how the latest parallel programming technology can simplify the daunting challenge of producing fast and reliable software for multicore processors. Although the instructive case studies are drawn from visual effects applications, the authors cover the gamut of issues that developers face when parallelizing legacy applications from any domain."
—Charles Leiserson, MIT Computer Science and Artificial Intelligence Laboratory

"Multithreading graphics algorithms is a new and exciting area of research. It is crucial to computer graphics. This book will prove invaluable to researchers and practitioners alike. It will have a strong impact on movie visual effects and games."
—Jos Stam, Senior Principal Research Scientist, Autodesk, Inc.

"Visual effects programming is undergoing a renaissance as high-end videogame effects technology approaches the state-of-the-art defined by blockbuster Hollywood movies, empowered by the capabilities of multi-Teraflop GPU hardware. A wealth of graphics algorithms are now graduating into the realm of real-time rendering, yet today’s programmers face a formidable challenge in structuring these algorithms to take full advantage of today’s multi-core CPU architectures and deliver on their potential.
This book, the collaborative result of many industry luminaries, wonderfully bridges the gap between the theory of multithreading and the practice of multithreading in advanced graphical applications. Join them on this journey to bring real-time visual effects technology to the next level!"
—Tim Sweeney, CEO and Founder of Epic Games

"…valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code."
—Scott R. Garrigus, NewTechReview



Table of Contents

Introduction and Overview. Houdini: Multithreading Existing Software. The Presto Execution System: Designing for Multithreading. LibEE: Parallel Evaluation of Character Rigs. Fluids: Simulation on the CPU. Bullet Physics: Simulation with OpenCL. OpenSubdiv: Interoperating GPU Compute and Drawing. Bibliography. Index.

Multithreading for Visual Effects

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    £66.49

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    RRP £69.99 – you save £3.50 (5%)

    Order before 4pm today for delivery by Fri 12 Jun 2026.

    A Hardback by Erwin Coumans, Erwin Coumans, George ElKoura

    Out of stock


      View other formats and editions of Multithreading for Visual Effects by Erwin Coumans

      Publisher: Apple Academic Press Inc.
      Publication Date: 1/29/2014 12:07:00 AM
      ISBN13: 9781482243567, 978-1482243567
      ISBN10: 1482243563

      Description

      Book Synopsis

      Tackle the Challenges of Parallel Programming in the Visual Effects Industry

      In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code.

      Diverse Solutions to Solve Performance Problems

      After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve bet

      Trade Review

      "Multithreading applications is hard, but for today’s performance-critical codes, an absolute necessity. This book shows how the latest parallel programming technology can simplify the daunting challenge of producing fast and reliable software for multicore processors. Although the instructive case studies are drawn from visual effects applications, the authors cover the gamut of issues that developers face when parallelizing legacy applications from any domain."
      —Charles Leiserson, MIT Computer Science and Artificial Intelligence Laboratory

      "Multithreading graphics algorithms is a new and exciting area of research. It is crucial to computer graphics. This book will prove invaluable to researchers and practitioners alike. It will have a strong impact on movie visual effects and games."
      —Jos Stam, Senior Principal Research Scientist, Autodesk, Inc.

      "Visual effects programming is undergoing a renaissance as high-end videogame effects technology approaches the state-of-the-art defined by blockbuster Hollywood movies, empowered by the capabilities of multi-Teraflop GPU hardware. A wealth of graphics algorithms are now graduating into the realm of real-time rendering, yet today’s programmers face a formidable challenge in structuring these algorithms to take full advantage of today’s multi-core CPU architectures and deliver on their potential.
      This book, the collaborative result of many industry luminaries, wonderfully bridges the gap between the theory of multithreading and the practice of multithreading in advanced graphical applications. Join them on this journey to bring real-time visual effects technology to the next level!"
      —Tim Sweeney, CEO and Founder of Epic Games

      "…valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code."
      —Scott R. Garrigus, NewTechReview



      Table of Contents

      Introduction and Overview. Houdini: Multithreading Existing Software. The Presto Execution System: Designing for Multithreading. LibEE: Parallel Evaluation of Character Rigs. Fluids: Simulation on the CPU. Bullet Physics: Simulation with OpenCL. OpenSubdiv: Interoperating GPU Compute and Drawing. Bibliography. Index.

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