| January
21, 2003
UC San Diego Computer Science Professor
To Receive
Academy Award For Computer Graphics Breakthrough
By Doug Ramsey
A
computer science professor from the University of California,
San Diego who has helped pave the way for photo-realistic, computer-generated
humans in the movies will be honored by the Academy of Motion
Picture Arts and Sciences. Henrik Wann Jensen will receive a
Technical Achievement Award from the Academy at a ceremony at
the Ritz Carlton Huntington Hotel in Pasadena, CA, on February
14.
The Jacobs School
of Engineering assistant professor and two former colleagues
– Stanford University professor Pat Hanrahan and Cornell
University assistant professor Stephen Marschner – will
be recognized for “their pioneering research in simulating
subsurface scattering of light in translucent materials.”
The Academy, which rarely honors academics outside the movie
industry, cited the professors’ joint 2001 paper that
laid out a “Practical Model for Subsurface Light Transport.”
That paper, on which Jensen was the principal author, provided
a model for rendering the effect of light on translucent surfaces,
such as skin or marble.
Even before the paper
was published in 2001, Jensen was invited to speak at major
visual-effects companies such as Industrial Light & Magic
(ILM) and Pixar, which subsequently incorporated the technology
into their visual-effects software. “It has been heartening
to see how quickly Hollywood adopted this technology,”
said Jensen. “Almost all big-budget films with extensive
visual effects now incorporate at least some elements of our
model, and the industry is on its way to being able to create
computer-animated human characters that truly look real.”

Jensen has grappled
with ways to replicate the appearance of natural phenomena and
materials since the mid 1990s, when he developed a method called
‘photon mapping’ to replicate the look of light
on a scene from one or more sources. That process is widely
used in the computer-graphics industry, but the researcher recognized
that it fell short when rendering translucent materials such
as milk, marble, and snow—or skin, eyes and teeth.
Previous visual-effects
technology assumed that light on any surface reflects from the
same point where it hits, as it does on a metal surface. The
result: images that appear hard—like rock or plastic.
“That is why the early successes in digital animation,
such as Jurassic Park and Toy Story, featured
primarily non-human characters,” explained the Danish
academic, who is co-director of a new Graphics and Vision group
within UCSD’s Computer Science and Engineering department.
Drawing insight from
a medical text, Jensen realized that existing effects did not
take into account a phenomenon known as ‘subsurface scattering.’
On translucent materials, light penetrates the surface and scatters,
and the photons then reflect out from various points away from
where they entered, at varying angles. “This scattering
effect below the surface was understood as a medical phenomenon,
but wasn’t incorporated into computer graphics until our
model, which mathematically accounts for the way those photons
scatter,” said Jensen.
According to the Academy
citation, “This mathematical model contributed substantially
to the development and implementation of practical techniques
for simulating subsurface scattering of light in translucent
materials for computer-generated images in motion pictures.”
Indeed, the Academy
is bestowing a separate Technical Achievement Award to the visual-effects
artists responsible for first implementing Jensen’s model
in the movie industry. ILM’s Christophe Hery (Harry
Potter and the Chamber of Secrets and Terminator 3),
as well as Ken McGaugh and Joe Letteri (who supervised visual-effects
on the second and third installments of the Lord of the
Rings trilogy) were cited for developing those techniques
to “create realistic-looking skin on digitally created
characters,” noted the Academy. “The characters
of Gollum in the Lord of the Rings trilogy and Dobby in Harry
Potter will remain landmarks, because for the first time they
gave movie-goers the sense that they were watching flesh-and-bone
characters,” said Jensen. “We are entering an era
when skin can be rendered true to life, allowing audiences to
forget that the character is synthetic rather than real. This
is a disruptive technology that is changing the way people talk
about perception of simulation.”
Jensen also believes
it is only a matter of time before the verisimilitude of characters
such as Gollum and Dobby makes its way into videogames. “The
accurate rendering of light under a translucent surface using
our model requires much more computing power than is currently
available,” said Jensen. “But that will change as
new game consoles such as PlayStation 3 reach the market and
allow game designers to create characters and objects that absorb
and reflect light just as they do in reality.” (Sony’s
PlayStation 3 and other next-generation consoles are expected
to be released starting in 2006.)
Media Contact: Doug
Ramsey (858) 822-5825
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