Multithreading for Visual Effects

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84,98 €
80,73 €
AGGIUNGI AL CARRELLO
NOTE EDITORE
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 better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.

SOMMARIO
Introduction and Overview James ReindersIntroduction Overview of Case Studies MotivationProgram in Tasks, Not Threads Value of Abstraction Scaling and Vectorization Advancing Programming Languages for Parallel Programming Parallel Programming in C and C++ Data Movement and Layout Summary Additional Reading Houdini: Multithreading Existing Software Jeff LaitWhat Is Houdini? Rewrite or Refactor Patterns Copy on Write Dependencies OpenCL The Presto Execution System: Designing for Multithreading George ElKouraIntroduction Presto Presto's Execution SystemUser ExtensionsMemory Access Patterns Flexibility to Experiment Multithreading Strategies Background Execution Other Multithreading Strategies Debugging and Profiling Tools Summary LibEE: Parallel Evaluation of Character Rigs Martin WattIntroduction Motivation Specific Requirements for Character Animation Graph Threadsafety Scalability: Software ConsiderationsScalability: Hardware Considerations Production Considerations Threading Visualization Tool Rig Optimization Case Studies Overall Performance Results Limits of Scalability Summary Fluids: Simulation on the CPU Ronald D. HendersonMotivation Programming ModelsFluid Simulation Summary Bullet Physics: Simulation with OpenCL Erwin CoumansIntroduction Rewriting from Scratch Using OpenCLGPU Spatial Acceleration StructuresGPU Contact Point Generation GPU Constraint Solving OpenSubdiv: Interoperating GPU Compute and Drawing Manuel KraemerRepresenting Shapes The Control Cage Uniform Subdivision Serializing the Mesh RepresentationTransition from Multicores to Many-CoresReducing Branching Divergence Optimization Trade-Offs Evaluating Our Progress Fundamental Limitations of Uniform SubdivisionFeature Adaptive Subdivision Implementing the GPU Rendering Engine Texturing Conclusion Bibliography Index

ALTRE INFORMAZIONI
  • Condizione: Nuovo
  • ISBN: 9781482243567
  • Dimensioni: 10 x 7 in Ø 1.45 lb
  • Formato: Copertina rigida
  • Illustration Notes: 99 b/w images and 3 tables
  • Pagine Arabe: 255