Interview with
Paul Debevec, first recipient of the Significant New Researcher
Award
(eMail
interview)
What first
drew you to computer graphics?
In grade school
I was very interested in math and also loved to draw and
paint. When I realized that with computer graphics I could combine
these
interests I got very intertested in programming computers to make
pictures.
I also picked up photography and filmmaking in high school, and
thus became
very interested in manipulating photographs with a computer, which
led me to
the particular kind of computer graphics I've worked most in, which
is
image-based modeling and rendering.
Do you have
any favorite CG mentors?
The first person
I ever worked for who completely amazed me was Michael
Naimark, who was a media artist at Interval Research Corporation
and
supervised an internship I did there in 1994. He had equal respect
for art
and technology and used the two together to create amazing projects
that
greatly resonated with what I found interesting. I'm also very fortunate
to
have had the advice and encouragement of Pat Hanrahan, David Salesin,
Gavin
Miller, Paul Heckbert, Ned Greene, Don Greenberg, Michael Cohen,
Lance
Williams, Carlo Sequin, Brian Barsky, David Forsyth, Ken Musgrave,
Jim
Kajiya, Ken Perlin, and especially Greg Ward and Marc Levoy at important
points along the way, and I'm also very appreciative of Ramesh Jain,
Jitendra Malik, C.J. Taylor, and Quon-Tuong Luong for helping me
leverage
computer vision techniques in my computer graphics work.
What was the
first time you contributed to SIGGRAPH?
It was 1996 in
New Orleans, when I presented the paper based on my Ph.D.
Thesis "Modeling and Rendering Architecture from Photographs."
I also had
also worked with a colleague Golan Levin on a piece in the art show,
"Rouen
Revisited", which used the techniques from the paper to create
an
interactive exploration of the Rouen Cathedral and Monet's related
series of
paintings. I really liked having a piece in both the technical session
and
in the art show, and since then have worked to do something creative
as well
as technical whenever it's been possible.
What year/city
was your first SIGGRAPH? Which was most intense? Why?
My first was Orlando
in 1994. I'd never been to an event of that magnitude
before and was left completely reeling. When I saw the Electronic
Theater
it was probably the most exciting show I'd seen in my life - research
and
art and movies all coming together in one place.
My most intense
was 2000 in New Orleans - I was presenting in two courses,
chairing three sessions, delivering a paper, speaking in two panels,
had a
film in the Electronic Theater and a demo in the Creative Applications
Laboratory. I have no idea how I made it through the week!
What contributions
to SIGGRAPH are you most proud of?
I'm most proud
of my films "The Campanile Movie" and "Fiat Lux",
which I
tried to make work as short films on their own independent of the
techniques
used to make them. The former used the photogrammetric modeling
and
image-based rendering techniques from my first SIGGRAPH paper, and
the
latter used the high dynamic range photography, image-based lighting,
and
inverse global illumination techniques from my next three. It's
been
rewarding as well that some of the students who worked with me on
these
projects have gone on to apply some of the same techniques in Hollywood
films.
What's your
favorite thing at this year or last year's SIGGRAPH?
This year I loved
Stanford's "Rendering Translucent Materials" work as well
as the magnetic dancing fluid. I also really loved some of the parties
-
particularly the smaller ones with good food and good people.
What near/intermediate
developments in CG do you look forward to?
I'm looking forward
to more extensive use of high dynamic range imagery,
which will enable the techniques we've been involved with to be
more
accessible to people, as well as more realistic and easier-to-animate
virtual humans. I would greatly appreciate a better head-mounted
(or
otherwise) immersive display device; so that the worlds that we're
creating
can actually be displayed as realistically as they are rendered.
And I look
forward to more communication and cross-fertilization between the
visual
effects and graphics research communities.
|