My interests range broadly in computer graphics and the
affiliated parts of vision, including realistic rendering,
material models (optical and mechanical), appearance capture,
simulation, and computational photography. Some questions that
run through my work are “How can we get objects to appear to
be made from exactly the right kind of material?” and
“How can we cleverly use cameras to help us measure the
information we need to make great images?” Some overlapping
areas of activity include the following:
Volumetric appearance models
Many techniques for representing the appearance of complex
materials, such as spatially-varying BRDFs, BTFs, and BSSRDFs,
are fundamentally built around a surface. However, there are
many materials—a sweater, a rag rug, a weathered dock,
the bark of a tree, even just a patch of dirt—that are
not surfaces, and models based on surfaces look wrong when the
view gets close. We've worked out ways to compute scattering
in hair or detailed geometry volumetrically, and generalized
volume rendering to make it work for shiny, oriented materials
like cloth.
Hair
Since we proposed a now widely used model for light
reflection from hair fibers, I have been interested in making
hair renderings that more and more closely approach the actual
appearance of hair. We've developed several ways to compute
multiple scattering, which is important for appearance, as well
as a capture method to measure better fine-scale geometry than
what's produced by standard hair modeling tools.
Cloth
Several of our recent projects have addressed cloth:
rendering using surface or volume models; simulating it using
yarn-based models for better detail.
Light diffusion for rendering
Diffusion is a very useful model for the flow of light
through highly scattering media, such as translucent materials.
Recently we generalized this idea to anisotropic materials.
Computational photography and 3D scanning
Using cameras in unexpected ways has been part of several
projects, ranging from image-based BRDF measurement, to
processing range images (3D scans) for the Digital Michelangelo
project, to the weird inside-out technique of Dual Photography.
Reflectance modeling and measurement
Modeling reflection from surfaces is the classic problem in
material appearance. My thesis pioneered the method of
image-based BRDF measurement; later we measured and proposed a
model for wood surfaces, and measured and proposed a model for
transmission through rough dielectric interfaces.