Paul Debevec's Journey to The Parthenon

Mary Ann Skweres chronicles Dr. Paul Debevec's pioneering 3D works as well as his newest short, The Parthenon, which premieres at SIGGRAPH 2004's famed Electronic Theater. The Parthenon takes the viewer on a two-and-a-half-minute virtual journey through both the digitally reconstructed Greek temple and a photorealistic recreation of the sculptures housed in the Duveen Gallery of the British Museum.
Posted In | Magazines: VFXWorld

Scientist/filmmaker Dr. Paul Debevec has been creating photoreal imagery since he was an undergraduate at the University of Michigan in 1991. In what is now known as image-based rendering, Debevec created a realistic three-dimensional computer model of his beat-up old Chevette from six photographs. Continuing to develop techniques for improving 3D modeling and lighting, his Ph.D. thesis at UC Berkeley — a geometric reconstruction technique for modeling architecture from photographs — resulted in practical applications: photoreal three-dimensional models of the UC Berkeley Campus, the Rouen Cathedral and St. Peter's Basilica.

The "scientist" is currently a research assistant professor at the USC Viterbi School of Engineering department of computer science and exec producer, Graphics Research at the Institute of Creative Technologies. ICT is charged with developing technology that includes artificial intelligence — digital characters that react to situations like real humans would react and immersive learning environments — advanced virtual reality and simulation technology — of interest to the U.S. military for training troops worldwide. Many of Debevec's projects have produced research publications, including several SIGGRAPH papers.

The "filmmaker" has won awards worldwide for computer-animated shorts using his cutting-edge CG modeling and rendering techniques. Technology developed by Debevec was used to achieve groundbreaking feature film effects such as the "Bullet-Time" shots in the Matrix films. When the filmmakers needed to cut into bullet-time, a photoreal CG version of the set allowed them complete control over virtual camera movement within the set and the ability to seamlessly line up with the actors that were filmed with the time-slice array. His experiments with virtual backgrounds and image-based lighting are "things I worked on early enough that's there been time for people to do really cool stuff with it, particularly in the visual effects industry," explains Debevec. "That's one of the neatest things about doing research that's relevant to the visual effects industry because they're the perfect early adopters of leading-edge technology." For Debevec, his collaboration with vfx artists in the entertainment industry is a natural and mutually beneficial extension of his academic and scientific work. It allows him to bring together top technical and creative talent working towards a common goal. The artists stretch the technology to its limit and beyond, indicating where the next research frontier is.







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