| Animations | Bio | Home | Images | Links | Publications | Teaching |
|
Henrik Wann Jensen Associate Professor Computer Graphics Laboratory Computer Science and Engineering University of California, San Diego CSE 4116 (map) 9500 Gilman Drive La Jolla, CA 92093-0404 henrik-at-cs.ucsd.edu (The best way to reach me, note) |
![]() |
| Research |
My area of interest is computer graphics with a focus on realistic image synthesis in particular appearance modeling, global illumination, and rendering natural phenomena. I am currently teaching Rendering Algorithms.
|
Appearance modeling is an active area of research
in computer graphics. Understanding the complex and diverse
appearance of materials is essential for rendering compelling images.
My primary research in appearance modeling has been in the area
of subsurface scattering. I
started looking at techniques for simulating volumetric subsurface scattering
at MIT in 1998. Previous methods had only considered 1d transport
wrapped into a BRDF model and therefore ignored the transport of
light through the material. At MIT, we developed techniques based on photon
mapping and path tracing to simulate the darkening of many
wet materials as well as the translucency of
weathered stone. Photon mapping is quite
good at simulating subsurface scattering, but
it becomes costly for highly scattering materials such as
milk and
skin. In the fall of 2000, we were
investigating alternatives to the Monte Carlo methods, which resulted
in the development of a new technique based on a diffusion approximation.
The diffusion approximation is much faster than tracing individual photons,
and it is simple enough that a
BSSRDF
can be formulated. The BSSRDF is particularly suited for highly
scattering translucent materials where the assumptions in the ubiquitous
BRDF approximation break
down. As an example, the BSSRDF was used to render the translucent
marble bust that is shown here. Note how the BSSRDF captures the
the soft and smooth appearance as well as the light diffusing through
the marble - something that a BRDF cannot simulate. The BSSRDF research
has been adapted rapidly by the movie industry and it won
an academy award in 2004.
Lately, we have worked on techniques
for rapid evaluation of the BSSRDF model,
and extensions to simulate diffusion in
multilayered translucent materials
such as human skin. Recently, we developed
a generalized Lorenz-Mie theory for
computing the optical properties of translucent materials and
scattering media.
|
|
Global illumination is another active area of research
that involves the simulation of all types of light scattering in a model.
My PhD research addressed the simulation of
global illumination
including
caustics
by introducing the concept of
photon mapping.
The key features of the photon mapping algorithm are the use of photon tracing
and the photon map. The photon map is decoupled
from the scene geometry, and it can be used in models with millions of
objects and complex materials. Photon mapping is a practical
technique capable of simulating
color bleeding,
caustics,
participating media,
subsurface scattering,
and motion blur.
Today, photon mapping is implemented in most high-end rendering software,
and it is being used in architectural simulations, computer games,
and movies. As an example there was a nice
caustics sequence (light focusing through a glass of whisky) in
Final Fantasy. I have mostly been concerned with the
caustics formed as light is focused through
a glass
of cognac. |
|
Rendering natural phenomena is a growing area of
research in computer graphics. Examples include a physically based
model of the
night sky.
The goal of this project was to simulate all important visual elements of
the night sky (the moon, stars, the atmosphere, the Zodiacal light etc.)
including their appearance to the eye (loss of color and blue shift).
For this purpose we used multi-spectral rendering combined with an
accurate simulation of light scattering in the atmosphere. Another
project addresses the simulation and rendering of
smoke
and
fire. |