Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.
This is part of a series of blogs on Embree, a collection of high performance ray tracing kernels. Embree has been released open source since version 1.0.
Several authors from DreamWorks Animation, Pixar, Side Effects, AMD and Intel got together to write a book based on the Siggraph 2013 course on Multithreading in Visual Effects.
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0