Paul Ernest Debevec is a researcher in computer graphics at the University of Southern California's Institute for Creative Technologies. He is best known for his work in finding, capturing and synthesizing the bidirectional scattering distribution function utilizing the light stages his research team constructed to find and capture the reflectance field over the human face, high-dynamic-range imaging and image-based modeling and rendering.
Debevec received his undergraduate degree in mathematics and engineering from the University of Michigan, and a Ph.D. in computer science from University of California, Berkeley in 1996; his thesis research was in photogrammetry, or the recovery of the 3D shape of an object from a collection of still photographs taken from various angles. [1] In 1997 he and a team of students produced The Campanile Movie (1997), a virtual flyby of UC Berkeley's Campanile tower. Debevec's more recent research has included methods for recording real-world illumination for use in computer graphics; a number of novel inventions for recording ambient and incident light have resulted from the work of Debevec and his team, including the light stage, of which five or more versions have been constructed, each an evolutionary improvement over the previous.
Techniques based on Debevec's work have been used in several major motion pictures, including The Matrix (1999), The Matrix Reloaded and The Matrix Revolutions (2003) Spider-Man 2 (2004), King Kong (2005), Superman Returns (2006), Spider-Man 3 (2007), and Avatar (2009).
In addition Debevec and his team produced several short films that have premiered at SIGGRAPH's annual Electronic Theater, including Fiat Lux (1999) and The Parthenon (2004).
Debevec, along with Tim Hawkins, John Monos and Mark Sagar, was awarded a 2010 Scientific and Engineering Award from the Academy of Motion Picture Arts and Sciences for the design and engineering of the Light Stage capture devices and the image-based facial rendering system developed for character relighting in motion pictures. [2]
In 2002, he was named to the MIT Technology Review TR100 as one of the top 100 innovators in the world under the age of 35. [3]
Some of his later work he presented to the SIGGRAPH convention in 2008 and 2013, Digital Emily [1] in association with Image Metrics and Digital Ira in association with Activision [4] respectively. Digital Emily shown in 2008 was a pre-computed simulation meanwhile Digital Ira ran in real-time in 2013 and is fairly realistic looking even in real-time animation.
In June 2016, Debevec joined Google's Virtual Reality group. [5]
In 2024 Debevec and Corridor Digital recreated the sodium vapor process, which had fallen out of use due to the difficulty in creating the necessary beam splitter. [6]
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
Lance J. Williams was a prominent graphics researcher who made major contributions to texture map prefiltering, shadow rendering algorithms, facial animation, and antialiasing techniques. Williams was one of the first people to recognize the potential of computer graphics to transform film and video making.
James F. Blinn is an American computer scientist who first became widely known for his work as a computer graphics expert at NASA's Jet Propulsion Laboratory (JPL), particularly his work on the pre-encounter animations for the Voyager project, his work on the 1980 Carl Sagan documentary series Cosmos, and the research of the Blinn–Phong shading model.
Robert L. Cook is a computer graphics researcher and developer, and the co-creator of the RenderMan rendering software. His contributions are considered to be highly influential in the field of animated arts.
Loren C. Carpenter is a computer graphics researcher and developer.
High-dynamic-range rendering, also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models.
Virtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles. Virtual cinematography can be used to shoot scenes from otherwise impossible camera angles, create the photography of animated films, and manipulate the appearance of computer-generated effects.
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly used in filmmaking and television production but has also been used in interactive theme park attractions and live theatre.
Image-based lighting (IBL) is a 3D rendering technique which involves capturing an omnidirectional representation of real-world light information as an image, typically using a 360° camera. This image is then projected onto a dome or sphere analogously to environment mapping, and this is used to simulate the lighting for the objects in the scene. This allows highly detailed real-world lighting to be used to light a scene, instead of trying to accurately model illumination using an existing rendering technique.
Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work .
The definition of the BSDF is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF and BTDF.
Marc Levoy is a computer graphics researcher and Professor Emeritus of Computer Science and Electrical Engineering at Stanford University, a vice president and Fellow at Adobe Inc., and a Distinguished Engineer at Google. He is noted for pioneering work in volume rendering, light fields, and computational photography.
Gregory Peter Panos is an American writer, futurist, educator, strategic planning consultant, conference / event producer, and technology evangelist in augmented reality, virtual reality, human simulation, motion capture, performance animation, 3D character animation, human-computer interaction, and user experience design.
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
Paul E. Haeberli is an American computer graphics programmer and researcher.
The history of computer animation began as early as the 1940s and 1950s, when people began to experiment with computer graphics – most notably by John Whitney. It was only by the early 1960s when digital computers had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.
A light stage is an active illumination system used for shape, texture, reflectance and motion capture often with structured light and a multi-camera setup.
Hao Li is a computer scientist, innovator, and entrepreneur from Germany, working in the fields of computer graphics and computer vision. He is co-founder and CEO of Pinscreen, Inc, as well as associate professor of computer vision at the Mohamed Bin Zayed University of Artificial Intelligence (MBZUAI). He was previously a Distinguished Fellow at the University of California, Berkeley, an associate professor of computer science at the University of Southern California, and former director of the Vision and Graphics Lab at the USC Institute for Creative Technologies. He was also a visiting professor at Weta Digital and a research lead at Industrial Light & Magic / Lucasfilm.
Michael F. Cohen is an American computer scientist and researcher in computer graphics. He is currently a Senior Fellow at Meta in their Generative AI Group. He was a senior research scientist at Microsoft Research for 21 years until he joined Facebook in 2015. In 1998, he received the ACM SIGGRAPH CG Achievement Award for his work in developing radiosity methods for realistic image synthesis. He was elected a Fellow of the Association for Computing Machinery in 2007 for his "contributions to computer graphics and computer vision." In 2019, he received the ACM SIGGRAPH Steven A. Coons Award for Outstanding Creative Contributions to Computer Graphics for “his groundbreaking work in numerous areas of research—radiosity, motion simulation & editing, light field rendering, matting & compositing, and computational photography”.