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Cornell's Program of Computer Graphics--long considered the birthplace of architectural rendering--promises to change the way all future designers work.




Time & Light
Click here to view a timeline of Cornell's Program of Computer Graphics (PCG) greatest hits over the years.
Then and now: this 1972 3-D graphic of I.M. Pei's Johnson Art Museum at Cornell (left) is one of the first ever architectural renderings. The RenderMan software used to create photorealistic effects shots, like this one from Pearl Harbor (above), is that rendering's direct descendant. Thirty-one out of the last 35 films nominated for the Best Visual Effects Oscar were done with RenderMan.
Photos: Left, courtesy Cornell Program of Computer Graphics; above; © 2001 Touchstone Pictures, courtesy Industrial Light + Magic
Computer Science 417: Computer Graphics is cross-listed in Cornell's course catalog as "Arch 374," but looking around the lecture hall one doesn't get the impression that many aspiring architects have registered for the class. The endearingly nerdy group of about 150 is comprised of exactly the aesthetically disengaged types you would expect to find studying computer science: most are in sneakers and sweatshirts; no more than ten or fifteen are women. But what these undergraduate scientists are being taught--how to make computer models of the way light behaves when it hits a surface--is the central component of work being done on architectural modeling and rendering at the university's Program of Computer Graphics (PCG), work that in the next five years will fundamentally change the way all designers do their jobs.

Offsite:
Cornell University Program of Computer Graphics, (607) 255-4880, www.graphics.cornell.edu; Autodesk, (800) 538-6401, usa.autodesk.com; Pixar Renderman, (800) 937-3179, www.pixar.com
Professor Donald Greenberg, who has run the PCG since he founded it nearly 30 years ago, teaches the light-reflection class himself. Surveying the drowsy students tiered in front of him, he says: "A number of years ago I taught a class in Beijing, China, and I told a joke. There was simultaneous translation, and everybody laughed. Afterward, I asked my translator how he had translated it. He turned red and said, 'I told them American professor told joke--everybody please laugh.'" Having elicited a round of genuine laughter with the story, Greenberg responds with typical enthusiasm ("Okay, now the class is alive!") and, brandishing a laser pointer, launches into a demonstration of the physical principles behind the behavior of bouncing light. He darkens the room and shoots his laser at a black-and-white checkerboard-patterned surface, noting that the white squares reflect and the black squares absorb. The laser's next victim, a mirror, is so reflective that a red dot is clearly visible on the back wall of the large room. Then he takes aim at a piece of glass--which, he points out, both reflects and refracts--and finally at some brushed aluminum, a material with reflective properties that vary depending on the orientation of the scores in its surface.

A physically accurate rendering of Rhodes Hall's glass-enclosed stairwell using direct illumination (left), and global illumination (middle). The globally illuminated rendering takes into account the way the light bounces from surface to surface, making it more believable as well as a better predictor of what the built space (right) will look like. Created at Cornell, global illumination is now included in off-the-shelf rendering software like 3D Studio VIZ.
Photos: Courtesy Cornell Program of Computer Graphics
Greenberg's making two basic points: that to model light you need to understand its behavior, and that light behaves differently when confronted with each of the world's bewildering variety of materials. Look around the room you're sitting in and count the surfaces. Then identify all of the light sources. In even a simple room with just these two parameters you've already defined an environment of considerable complexity. If you wanted to make a computer rendering of that environment--not just interpret it the way an artist would but really reproduce its physical properties--you'd need to know precisely how each of the surface materials responds to each of those particular lights. Natural light from a window has a different wavelength than an incandescent bulb or a fluorescent tube; the angle of incidence (that at which the light hits each surface) has to be taken into account. If this sounds a little esoteric, it's not. This is how a camera--or your eyes, for that matter--works, gathering waves of light as they bounce off of objects. Getting the light right is the single most important part of making simulations that look, and act, like the real world. In renderings, light is everything.

Richard Meier critiques undergraduate design studio students using Architectural Studio, soft-ware that allows collaboration over the Internet. Meier, who is in New York, sees the same images as the students in Ithaca and can sketch on top of their plans using a stylus and tablet.
Photos: Courtesy Cornell Program of Computer Graphics
Greenberg is undeniably a visionary. Trained as an architect and engineer, he first wrote 3-D design programs back in the early 1960s, at a time when computer graphics barely existed. Working with the engineering firm of Severud Associates, in New York, on the St. Louis Gateway Arch and Madison Square Garden's roof, Greenberg found the tools that he was using awkward. "I didn't know graphics was going to be a field," he says. "I just didn't like looking at numerical output, so I started to write some graphics programs to display the stuff in three dimensions." In 1965, upon returning to Cornell to teach a course in computer graphics, Greenberg attended a lecture by Rod Rougelot, a college friend of his who had gone on to head General Electric's space-flight simulation lab. "After the lecture we talked, and in a very short amount of time I had access to GE's laboratory from five in the afternoon until eight in the morning," he says. "I'd go up to Syracuse with fourteen architecture students, and we made a [computer animated] movie of the history of how Cornell was built up." In 1972 Greenberg submitted a proposal to the National Science Foundation in which he presented a wide variety of potential applications for computer graphics including models of the planetary system (with Carl Sagan), the pollution of lakes, the spatial distribution of deep earthquakes--as well as urban modeling and architecture. Grant in hand he launched the PCG in 1973. Thirty years later he remains at the forefront of a field he essentially created. "I don't know of anyone doing work that's as technologically advanced as his," Greenberg's Cornell classmate Richard Meier says. "Because of his architectural training he doesn't just understand technology--he knows what architects need, and knows how to develop technology that addresses those needs."

Above, physically accurate automobile renderings give designers a much better idea of what a full-scale car will look like than less sophisticated images did.
Photos: Courtesy Cornell Program of Computer Graphics
"The major ongoing project we have is photorealistic rendering," Greenberg says, drawing diagrams on a large whiteboard in his comfortable office in Gwathmey Siegel's 1990 Frank H. T. Rhodes Hall, Cornell's main computer-science building. "There are two goals. We've got to be physically correct and perceptually indistinguishable. So if you have an accurate model [a set of data that describes an environment, such as a room], our rendering will really look like that environment." In recent years Greenberg has added a third goal: the ability to render in real time--30 frames per second in computer terms--allowing the viewer to "walk" through a space, going wherever he or she pleases. These are all things that, theoretically, Greenberg and his colleagues know how to do. The obstacle is the finite availability of processing power. Currently it's possible to do a very complex still rendering or a simplistic real-time one. But in time that problem will solve itself, because the computer industry evolves at an exponential rate. Moore's law--an observation made by Intel cofounder Gordon Moore in 1965 that remains true today--predicts that the number of transistors that can be crammed onto a chip will double approximately every 18 months. Pointing to a large rendering of one of Rhodes Hall's glass-enclosed stairwells, done a year before it was built, Greenberg says that it took about five hours to compute. That same model now could be rendered in a couple of seconds. As recently as two years ago, physically accurate real-time rendering took more than a million times more processing power than was available. Today Greenberg is down to within just a hundred times what he needs to render even very complex lighting, materials, and environments.

Pixar's RenderMan provides the artists working on movies like Monsters Inc. amazing control. The wireframe model contains information about shape, movement, and expression; smooth polygons are added to give the model color and form; and the final rendering adds lighting, texture, and motion blur.
Photos: Courtesy Disney/Pixar
When Greenberg talks about available processing power, though, he's not referring to the computer on your desk. In a quietly humming room that smells slightly of ozone is the PCG's cluster computer (funded by Intel): 64 black computer towers lined up on shelves, each housing two Pentium 4 processors, and all connected to work as one. But given the rate of innovation in the industry, it's no more powerful than a typical new desktop computer will be in five or ten years, making technology that now exists only in the rarified world of academic and industrial labs accessible to everyone. What you get when you visit Cornell is a glimpse into the near future, when much of the lab's current work will be available in a commercial package that will run on an ordinary PC. There is already precedent for this: the stairwell, for example, which took five hours to compute on a mainframe in 1989, can currently be rendered on a consumer computer using Autodesk's Lightscape--commercially available software developed, of course, by Cornell grads--in less than five minutes.

What a physically accurate, photorealistic, real-time rendering offers that a pretty drawing doesn't is predictive power. And predictive power is what makes Cornell's technology so revolutionary--not just to architects but to the automobile industry, product designers, Hollywood, plastic surgeons, even dentists. "Car companies are shifting to digital design to reduce the number of physical models they deal with, but they still run into situations where they do the best visualizations they know how to do, mill a full-size model, and are surprised at the result," says research staff member Steve Westin, who's working on a project with the auto industry. "If you do a scientifically better job of making the pictures, how much does that improve your ability to predict what's really going on?"


 

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