Oscar-winning computer scientist on the physics of computer animation
This episode of the Physics World Weekly podcast features Pat Hanrahan, who studied nuclear engineering and biophysics before becoming a founding employee of Pixar Animation Studios. As well as winning three Academy Awards for his work on computer animation, Hanrahan won the Association for Computing Machinery’s A M Turing Award for his contributions to 3D computer graphics, or CGI.
Earlier this year, Hanrahan spoke to Physics World’s Margaret Harris at the Heidelberg Laureate Forum in Germany. He explains how he was introduced to computer graphics by his need to visualize the results of computer simulations of nervous systems. That initial interest led him to Pixar and his development of physically-based rendering, which uses the principles of physics to create realistic images.
Hanrahan explains that light interacts with different materials in very different ways, making detailed animations very challenging. Indeed, he says that creating realistic looking skin is particularly difficult – comparing it to the quest for a grand unified theory in physics.
He also talks about how having a background in physics has helped his career – citing his physicist’s knack for creating good models and then using them to solve problems.
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1 00:00:08,960 --> 00:00:11,919 Hello, and welcome to the Physics World weekly 2 00:00:11,919 --> 00:00:12,419 podcast, 3 00:00:12,884 --> 00:00:15,945 the last episode of 2025. 4 00:00:16,484 --> 00:00:18,664 And it features Pat Hanrahan, 5 00:00:19,125 --> 00:00:19,945 who studied 6 00:00:20,245 --> 00:00:22,585 nuclear engineering and biophysics 7 00:00:23,285 --> 00:00:25,704 before becoming a founding employee 8 00:00:26,164 --> 00:00:26,984 of Pixar 9 00:00:27,449 --> 00:00:28,669 Animation Studios 10 00:00:29,210 --> 00:00:30,589 in the nineteen eighties. 11 00:00:31,289 --> 00:00:34,429 That conversation is coming up after this message 12 00:00:34,489 --> 00:00:35,469 about a webinar 13 00:00:35,850 --> 00:00:36,909 that we're presenting 14 00:00:37,289 --> 00:00:39,229 with Leo Cancer Care. 15 00:00:39,905 --> 00:00:41,364 It's called unlocking 16 00:00:41,905 --> 00:00:45,284 novel radiation beams for cancer treatment 17 00:00:45,664 --> 00:00:47,844 with upright patient positioning, 18 00:00:48,384 --> 00:00:51,045 and it will feature a panel of leading 19 00:00:51,104 --> 00:00:51,604 clinicians 20 00:00:51,984 --> 00:00:52,804 and experts. 21 00:00:53,789 --> 00:00:56,770 They will discuss how the shift in patient 22 00:00:56,909 --> 00:00:57,409 positioning 23 00:00:57,869 --> 00:00:59,570 is enabling the exploration 24 00:01:00,109 --> 00:01:02,049 of new treatment geometries 25 00:01:02,829 --> 00:01:03,570 and supporting 26 00:01:03,949 --> 00:01:04,689 the development 27 00:01:05,150 --> 00:01:05,969 of advanced 28 00:01:06,564 --> 00:01:08,344 future cancer therapies. 29 00:01:09,284 --> 00:01:12,424 The live event is aimed at medical physicists, 30 00:01:13,284 --> 00:01:14,584 radiation oncologists, 31 00:01:15,685 --> 00:01:16,185 radiotherapy 32 00:01:16,805 --> 00:01:17,305 planners, 33 00:01:17,685 --> 00:01:18,584 and researchers 34 00:01:18,965 --> 00:01:19,864 in the field. 35 00:01:20,700 --> 00:01:24,780 Participants will learn about this paradigm shift in 36 00:01:24,780 --> 00:01:25,280 radiation 37 00:01:25,579 --> 00:01:26,079 therapy, 38 00:01:26,939 --> 00:01:28,239 gain an understanding 39 00:01:28,619 --> 00:01:30,560 of emerging and novel 40 00:01:31,019 --> 00:01:31,519 radiation 41 00:01:31,819 --> 00:01:33,040 beam modalities, 42 00:01:33,944 --> 00:01:34,765 and discover 43 00:01:35,064 --> 00:01:36,045 how foundational 44 00:01:36,825 --> 00:01:37,325 radiation 45 00:01:37,704 --> 00:01:38,204 physics 46 00:01:38,825 --> 00:01:39,325 translates 47 00:01:39,784 --> 00:01:41,805 into real world impact 48 00:01:42,105 --> 00:01:43,484 in cancer care. 49 00:01:44,265 --> 00:01:47,179 The webinar is on the February 17 50 00:01:47,640 --> 00:01:48,780 at 4PM 51 00:01:49,239 --> 00:01:49,739 GMT. 52 00:01:50,520 --> 00:01:52,380 That's 11AM 53 00:01:52,680 --> 00:01:54,299 Eastern Standard Time. 54 00:01:54,920 --> 00:01:57,420 You can register for this free event 55 00:01:57,719 --> 00:01:59,579 on the Physics World website. 56 00:02:02,165 --> 00:02:05,765 Earlier this year, Physics World's Margaret Harris attended 57 00:02:05,765 --> 00:02:06,584 the Heidelberg 58 00:02:07,045 --> 00:02:07,545 Laureate 59 00:02:07,844 --> 00:02:09,305 Forum in Germany. 60 00:02:10,004 --> 00:02:14,104 This international event brings together early career researchers 61 00:02:14,689 --> 00:02:17,349 with some winners of the most prestigious 62 00:02:17,650 --> 00:02:19,189 awards in mathematics 63 00:02:19,569 --> 00:02:21,030 and computer science. 64 00:02:21,650 --> 00:02:24,610 There, she spoke to a laureate who's also 65 00:02:24,610 --> 00:02:28,389 won three academy awards. Here's that conversation. 66 00:02:36,794 --> 00:02:39,114 So I'm talking to Pat Hanrahan, who won 67 00:02:39,114 --> 00:02:41,995 the Association for Computing Machineries AM Turing Award 68 00:02:41,995 --> 00:02:42,974 in 2019 69 00:02:43,310 --> 00:02:45,870 for contributions to three d computer graphics or 70 00:02:45,870 --> 00:02:46,370 CGI. 71 00:02:47,069 --> 00:02:48,509 So you're best known for that type of 72 00:02:48,509 --> 00:02:50,269 work, but you actually started out, I think, 73 00:02:50,269 --> 00:02:52,989 in nuclear engineering Yes. And then you got 74 00:02:52,989 --> 00:02:55,229 a PhD in biophysics. Yes. So how did 75 00:02:55,229 --> 00:02:56,935 you get into those subjects? Tell me about 76 00:02:56,935 --> 00:02:58,935 nuclear engineering first. Well, when I was in 77 00:02:58,935 --> 00:03:00,615 school, I I really felt I wanted to 78 00:03:00,615 --> 00:03:03,094 become a physicist. Anyway, I like math too, 79 00:03:03,094 --> 00:03:04,935 and I like science in general, but I 80 00:03:04,935 --> 00:03:07,415 think physics was the field that was most 81 00:03:07,415 --> 00:03:09,270 interesting to me. And so, yeah, when I 82 00:03:09,270 --> 00:03:11,030 went to the University of Wisconsin actually, it 83 00:03:11,030 --> 00:03:12,790 was it was it was doubly nice because 84 00:03:12,790 --> 00:03:14,469 they had this really nice, what they call, 85 00:03:14,469 --> 00:03:15,370 honors program, 86 00:03:15,750 --> 00:03:17,270 where you have a lot of freedom in 87 00:03:17,270 --> 00:03:19,270 what classes you took and all that. So, 88 00:03:19,270 --> 00:03:21,349 you know, not just take physics, but do 89 00:03:21,349 --> 00:03:24,064 other things as well. Take chemistry, biology, other 90 00:03:24,064 --> 00:03:24,564 sciences. 91 00:03:24,864 --> 00:03:26,625 So yeah. So I was always interested in 92 00:03:26,625 --> 00:03:28,704 physic. I love my intro physics course. I 93 00:03:28,704 --> 00:03:29,364 can still 94 00:03:29,664 --> 00:03:32,144 remember the lectures and, you know, going through 95 00:03:32,144 --> 00:03:33,044 it all. And, 96 00:03:33,344 --> 00:03:35,104 yeah. So I just loved physics, you know, 97 00:03:35,104 --> 00:03:36,884 all the way through the undergraduate 98 00:03:37,185 --> 00:03:38,084 physics, mechanics, 99 00:03:38,730 --> 00:03:39,230 electrodynamics, 100 00:03:40,169 --> 00:03:42,569 quantum mechanics. I just loved all those courses, 101 00:03:42,569 --> 00:03:43,550 my favorite courses. 102 00:03:43,849 --> 00:03:46,169 But why nuclear engineering specifically? Why not? Well, 103 00:03:46,169 --> 00:03:47,610 I think it was mostly because of this 104 00:03:47,610 --> 00:03:50,090 honors program. I was actually I actually and 105 00:03:50,090 --> 00:03:51,770 I when I went there, the chairman of 106 00:03:51,770 --> 00:03:52,349 the department, 107 00:03:52,650 --> 00:03:53,790 offered me a job, 108 00:03:54,665 --> 00:03:56,344 and he was the chair of the nuclear 109 00:03:56,344 --> 00:03:58,745 regulatory commission at the time. So I ended 110 00:03:58,745 --> 00:04:00,665 up, you know, in in this department. But, 111 00:04:00,665 --> 00:04:02,025 you know, I was he was working for 112 00:04:02,025 --> 00:04:03,784 the nuclear regulatory commission. This was, you know, 113 00:04:03,784 --> 00:04:05,165 like, in the late seventies. 114 00:04:05,705 --> 00:04:08,025 You know, nuclear power was having you know, 115 00:04:08,025 --> 00:04:10,120 people were pretty down on that. Right? And 116 00:04:10,120 --> 00:04:11,400 when I was reading about all this stuff, 117 00:04:11,400 --> 00:04:12,919 I got pretty down on it too because 118 00:04:12,919 --> 00:04:14,680 they weren't really addressing a lot of the 119 00:04:14,680 --> 00:04:16,439 currents. I think that's maybe changing a little 120 00:04:16,439 --> 00:04:17,740 bit, but I was definitely 121 00:04:18,279 --> 00:04:20,620 not that interested especially at towards the end. 122 00:04:21,160 --> 00:04:23,560 So I wanted to work on other areas 123 00:04:23,560 --> 00:04:24,220 of physics. 124 00:04:24,654 --> 00:04:26,415 I did a lot of theoretical physics. You 125 00:04:26,415 --> 00:04:28,095 know? Like, when I was a graduate student, 126 00:04:28,095 --> 00:04:29,935 I I had to take, like, I don't 127 00:04:29,935 --> 00:04:32,415 know, five courses in quantum mechanics, you know, 128 00:04:32,415 --> 00:04:34,574 quantum field theory. You know? I was really 129 00:04:34,574 --> 00:04:37,079 headed towards the theoretical physics thing, but I 130 00:04:37,079 --> 00:04:38,519 don't know what you I I the the 131 00:04:38,519 --> 00:04:41,000 low level of physics just wasn't really exciting 132 00:04:41,000 --> 00:04:42,439 me. So I I wanted to be a 133 00:04:42,439 --> 00:04:43,899 physicist, but I 134 00:04:44,360 --> 00:04:46,279 wanted to work on sort of higher level 135 00:04:46,279 --> 00:04:46,779 problems. 136 00:04:47,560 --> 00:04:50,439 So I I admired, like, Francis Crick, and 137 00:04:50,439 --> 00:04:51,660 he was, like, a theoretical 138 00:04:52,524 --> 00:04:53,904 biologist in some sense. 139 00:04:54,285 --> 00:04:55,725 And I thought, well, maybe I could become, 140 00:04:55,725 --> 00:04:57,264 like, a theoretical biologist. 141 00:04:57,964 --> 00:04:59,584 And then I met this person, 142 00:05:00,045 --> 00:05:01,964 and I was, he had was one of 143 00:05:01,964 --> 00:05:04,865 the founders of the computational neuroscience program. 144 00:05:05,319 --> 00:05:07,800 Or well, I'm sorry. Not computational neuroscience. That 145 00:05:07,800 --> 00:05:11,160 didn't exist. Neuroscience program. And, he was working 146 00:05:11,160 --> 00:05:13,319 on neurobiology of nematodes. He had worked for 147 00:05:13,319 --> 00:05:14,139 Sydney Brenner. 148 00:05:14,600 --> 00:05:16,279 And so I thought, well, I could I 149 00:05:16,279 --> 00:05:17,560 could do you know, he and they weren't 150 00:05:17,560 --> 00:05:19,319 being very quantitative, and I thought I could, 151 00:05:19,319 --> 00:05:21,555 like, apply what I know about physics to 152 00:05:21,555 --> 00:05:23,314 help them, you know, build up models of 153 00:05:23,314 --> 00:05:25,154 the nervous system. And I I started doing 154 00:05:25,154 --> 00:05:27,715 some simulations and things like that. Yeah. And 155 00:05:27,715 --> 00:05:28,995 is that about the time that you got 156 00:05:28,995 --> 00:05:31,314 first involved in Pixar, the project that became 157 00:05:31,314 --> 00:05:33,395 the first Toy Story film? No. That took 158 00:05:33,395 --> 00:05:34,675 a little while. I mean, you know, you 159 00:05:34,675 --> 00:05:37,170 have to realize computer graphics didn't exist then. 160 00:05:37,170 --> 00:05:39,410 It really didn't exist. I mean, you know, 161 00:05:39,410 --> 00:05:41,649 it just did not exist. My advice so 162 00:05:41,649 --> 00:05:43,170 it turned out it's sort of funny story. 163 00:05:43,170 --> 00:05:46,069 Sydney Brenner, you know, Nobel laureate in biology. 164 00:05:46,610 --> 00:05:48,129 There was he had two a bunch of 165 00:05:48,129 --> 00:05:51,165 colleagues and students, Francis Crick. There was another 166 00:05:51,165 --> 00:05:53,245 guy named John White and another guy named 167 00:05:53,245 --> 00:05:54,064 John Sulston. 168 00:05:54,444 --> 00:05:56,145 And John White is famous for 169 00:05:56,524 --> 00:05:57,024 determining, 170 00:05:57,645 --> 00:05:59,725 the structure of the nervous system of c 171 00:05:59,725 --> 00:06:01,245 l. So they all worked on C. Elegans, 172 00:06:01,245 --> 00:06:03,185 which is a a free living nematode. 173 00:06:03,680 --> 00:06:06,240 So, John White had, like, figured out the 174 00:06:06,240 --> 00:06:08,879 entire wiring grant by sectioning the words and 175 00:06:08,879 --> 00:06:11,360 worm and tracing all the neurons. And, 176 00:06:11,839 --> 00:06:14,019 John Solston had, worked on 177 00:06:14,560 --> 00:06:17,680 developmental biology, and he recorded, you know, how 178 00:06:17,680 --> 00:06:18,339 the cells 179 00:06:18,814 --> 00:06:20,574 divided, you know, from an egg all the 180 00:06:20,574 --> 00:06:22,435 way to a full grown one. 181 00:06:22,975 --> 00:06:24,975 And, anyways, the three of them all got 182 00:06:24,975 --> 00:06:25,954 really the same computers. 183 00:06:27,294 --> 00:06:27,794 And, 184 00:06:28,334 --> 00:06:30,495 and so, you know, my my adviser was 185 00:06:30,495 --> 00:06:32,014 in that group, and he was trying to 186 00:06:32,014 --> 00:06:33,555 convince me to work on computers. 187 00:06:34,129 --> 00:06:36,370 And I didn't have any background in computers. 188 00:06:36,370 --> 00:06:37,829 So I started simulating, 189 00:06:38,370 --> 00:06:39,589 this nervous system, 190 00:06:40,129 --> 00:06:42,209 and I had you, write these programs that 191 00:06:42,209 --> 00:06:43,829 simulated. I was, like, solving, 192 00:06:44,209 --> 00:06:47,169 like, basically cable equations for neurons because these 193 00:06:47,169 --> 00:06:49,189 neurons are, like, you know, electrical cables. 194 00:06:49,995 --> 00:06:52,074 But I needed to do visualization. I had 195 00:06:52,074 --> 00:06:53,435 to be able to see my result. Like, 196 00:06:53,435 --> 00:06:55,915 you just so my roommate introduced me to 197 00:06:55,915 --> 00:06:57,275 computer graphics. He said, oh, by the way, 198 00:06:57,275 --> 00:06:58,975 do you know about this graphic stuff? 199 00:06:59,355 --> 00:07:00,975 You know, I just sort of got enchanted 200 00:07:01,115 --> 00:07:02,235 by what I could do with it because 201 00:07:02,235 --> 00:07:03,835 I could take all my theories, like, whether 202 00:07:03,835 --> 00:07:06,580 it was simulation of neurons or whatever I 203 00:07:06,580 --> 00:07:08,819 was interested in and see it, you know, 204 00:07:08,819 --> 00:07:11,080 make it really concrete. And it just became 205 00:07:11,779 --> 00:07:13,460 even more fun. You know? Like, the the 206 00:07:13,460 --> 00:07:14,439 physics was suddenly 207 00:07:14,740 --> 00:07:16,500 infinitely more fun because I could see it. 208 00:07:16,500 --> 00:07:18,564 You know? Like, I could do animations, 209 00:07:18,944 --> 00:07:20,305 not much animation, but I could at least 210 00:07:20,305 --> 00:07:21,904 make pictures and so on. So I sort 211 00:07:21,904 --> 00:07:24,145 of got seduced by that idea, and it 212 00:07:24,145 --> 00:07:26,225 it was a wide open field. You know? 213 00:07:26,225 --> 00:07:28,305 Physics and, you know, biology was, you know, 214 00:07:28,305 --> 00:07:30,680 sort of slow paced. This was, like, completely 215 00:07:30,680 --> 00:07:32,759 wide open. So, like like like, the first 216 00:07:32,759 --> 00:07:34,280 week I worked on it, I, like, wrote 217 00:07:34,280 --> 00:07:36,280 a paper. I got accepted in the major 218 00:07:36,280 --> 00:07:37,800 conference. You know? Whereas in physics, you know, 219 00:07:37,800 --> 00:07:39,319 I'd been a grad student for a couple 220 00:07:39,319 --> 00:07:41,560 years, never written a paper. And so then 221 00:07:41,560 --> 00:07:43,080 I decided I had you go learn more 222 00:07:43,080 --> 00:07:44,220 about computer graphics, 223 00:07:44,794 --> 00:07:46,714 but, you know, because there was nobody there. 224 00:07:46,714 --> 00:07:48,954 There was only one or two places in 225 00:07:48,954 --> 00:07:50,794 the world that was doing computer graphics, and 226 00:07:50,794 --> 00:07:53,435 eventually, I ended up at Pixar a couple 227 00:07:53,435 --> 00:07:54,495 years later. Yeah. 228 00:07:55,435 --> 00:07:58,314 And a lot of your research on computer 229 00:07:58,314 --> 00:08:01,720 generated imagery focuses on getting the simulated world 230 00:08:01,720 --> 00:08:02,459 to display 231 00:08:03,079 --> 00:08:05,000 things in the way it's grounded in physics. 232 00:08:05,000 --> 00:08:06,519 Yeah. Yeah. You know, you literally wrote the 233 00:08:06,519 --> 00:08:09,479 book about physically based rendering. Yeah. What are 234 00:08:09,479 --> 00:08:11,639 the benefits of that approach, and what are 235 00:08:11,639 --> 00:08:14,055 some of the main challenges in it? That's 236 00:08:14,055 --> 00:08:15,035 a great question. 237 00:08:15,335 --> 00:08:17,095 You know, I love that question. I mean, 238 00:08:17,095 --> 00:08:18,694 you know, you know, we're we're creating a 239 00:08:18,694 --> 00:08:21,335 virtual world, and the world, you know, has 240 00:08:21,335 --> 00:08:23,495 physics in it. I mean, you know, and 241 00:08:23,495 --> 00:08:25,175 just imagine. I mean, what we did, we're 242 00:08:25,175 --> 00:08:26,694 just trying to create a world that, like, 243 00:08:26,694 --> 00:08:29,120 if somebody looked at it had all the 244 00:08:29,120 --> 00:08:31,439 phenomena that we think of in physics and 245 00:08:31,439 --> 00:08:33,759 even biology as well, but all these phenomena. 246 00:08:33,759 --> 00:08:35,160 So, you know, like, what are some of 247 00:08:35,160 --> 00:08:37,299 the found well, a cloud might move. Right? 248 00:08:37,759 --> 00:08:40,019 Wind will move the leaves of the tree. 249 00:08:40,079 --> 00:08:41,519 You know, you could have an object, a 250 00:08:41,519 --> 00:08:42,339 rock falling. 251 00:08:42,725 --> 00:08:44,725 You know, get out something a building kind 252 00:08:44,725 --> 00:08:47,045 of blowing apart. You could have, you know, 253 00:08:47,045 --> 00:08:50,485 cloth, you know, conforming to somebody's skin. You 254 00:08:50,485 --> 00:08:52,965 have the muscles moving the body. I mean, 255 00:08:52,965 --> 00:08:54,965 there's just physics everywhere in the world. Right? 256 00:08:54,965 --> 00:08:56,570 And so, you know, if we're trying to 257 00:08:56,570 --> 00:08:57,970 simulate all I mean, we're trying to make 258 00:08:57,970 --> 00:08:59,690 a picture of all this stuff. I mean, 259 00:08:59,690 --> 00:09:01,050 how else would you do it? I mean, 260 00:09:01,050 --> 00:09:02,889 you you have to in some sense, you 261 00:09:02,889 --> 00:09:04,889 have to somehow capture the physics of the 262 00:09:04,889 --> 00:09:06,490 everyday world. It's I I call it the 263 00:09:06,490 --> 00:09:08,970 everyday world because it's at the human scale. 264 00:09:08,970 --> 00:09:11,115 You know? It's what we see around us. 265 00:09:11,355 --> 00:09:13,534 And I mostly worked on, 266 00:09:13,914 --> 00:09:16,075 simulating the appearance of it, right, which is 267 00:09:16,075 --> 00:09:17,595 like, you know, you know, why does it 268 00:09:17,595 --> 00:09:19,274 look the way it does? Like, why how 269 00:09:19,274 --> 00:09:22,315 do, like, materials scatter light, and how does 270 00:09:22,315 --> 00:09:25,259 light get transported through the environment, and, you 271 00:09:25,259 --> 00:09:27,899 know, even how cameras simulate cameras and simulate 272 00:09:27,899 --> 00:09:29,820 light sources. So, yeah, so if you look 273 00:09:29,820 --> 00:09:31,420 at the what we actually ended up doing, 274 00:09:31,420 --> 00:09:33,179 if you look at that book, you know, 275 00:09:33,179 --> 00:09:34,080 we write down 276 00:09:34,460 --> 00:09:36,700 a bunch of equations that describe the scattering 277 00:09:36,700 --> 00:09:39,279 of light off surfaces and off infinite media, 278 00:09:39,465 --> 00:09:41,245 and then we just solve this 279 00:09:42,024 --> 00:09:44,264 solve for the lightning distribution in the world. 280 00:09:44,264 --> 00:09:46,345 You know? And it's a just a giant 281 00:09:46,345 --> 00:09:47,725 computational science problem. 282 00:09:48,105 --> 00:09:49,945 But the challenge is you have all these 283 00:09:49,945 --> 00:09:50,925 real world materials, 284 00:09:52,345 --> 00:09:53,884 which are both complex. 285 00:09:54,529 --> 00:09:57,009 You know, they're not just like ideal mirrors 286 00:09:57,009 --> 00:09:58,929 and, you know, one type of cars where 287 00:09:58,929 --> 00:10:00,690 I just, like, opened up an optics book 288 00:10:00,690 --> 00:10:02,290 and said, how much is in this book 289 00:10:02,290 --> 00:10:04,389 that would help us do this? Almost nothing. 290 00:10:04,690 --> 00:10:06,210 You know what I mean? Because, you know, 291 00:10:06,210 --> 00:10:07,889 how does light scatter off skin? How does 292 00:10:07,889 --> 00:10:10,085 light scatter off a rock? How does light 293 00:10:10,085 --> 00:10:12,565 scatter off a cloud? Just not detailed stuff 294 00:10:12,565 --> 00:10:14,644 in there. So we'd often have to come 295 00:10:14,644 --> 00:10:15,625 up with, you know, 296 00:10:16,004 --> 00:10:16,504 approximations 297 00:10:16,884 --> 00:10:17,784 and models 298 00:10:18,164 --> 00:10:20,325 for all these things. And I worked a 299 00:10:20,325 --> 00:10:22,164 lot. Like, I I worked on my papers 300 00:10:22,164 --> 00:10:23,464 as I'm modeling skin. 301 00:10:24,419 --> 00:10:26,339 Hair. How does light scatter from hair? How 302 00:10:26,339 --> 00:10:28,899 does light scatter from cloth? Stuff like that. 303 00:10:28,899 --> 00:10:30,339 But, anyways, when it all is said and 304 00:10:30,339 --> 00:10:31,940 done, you get, you know, like, a billion 305 00:10:31,940 --> 00:10:32,440 objects 306 00:10:32,820 --> 00:10:34,679 each with really complex materials, 307 00:10:35,059 --> 00:10:37,375 and then you have to solve for the 308 00:10:37,375 --> 00:10:38,115 lighting distribution, 309 00:10:38,574 --> 00:10:41,454 which is really complicated because the objects have 310 00:10:41,454 --> 00:10:44,274 complicated shape. So we use Monte Carlo techniques. 311 00:10:44,495 --> 00:10:46,174 You know? In fact, just like what they 312 00:10:46,174 --> 00:10:48,815 did up during the war to simulate the 313 00:10:48,815 --> 00:10:49,794 neutron transport, 314 00:10:50,110 --> 00:10:51,870 And that's actually was the connection back to 315 00:10:51,870 --> 00:10:54,509 my work in nuclear engineering. I had learned 316 00:10:54,509 --> 00:10:57,230 about transport theory and Monte Carlo techniques, you 317 00:10:57,230 --> 00:10:59,309 know, in school. And so, you know, I 318 00:10:59,309 --> 00:11:01,009 I sort of also just sort of gravitated 319 00:11:01,070 --> 00:11:02,590 towards those problems because those are the ones 320 00:11:02,590 --> 00:11:03,570 I knew to sell. 321 00:11:03,904 --> 00:11:06,144 So you actually won, one of your three 322 00:11:06,144 --> 00:11:08,544 Academy Awards, Oscars, in other words Yeah. Is 323 00:11:08,544 --> 00:11:11,585 specifically for developing that software that simulates the 324 00:11:11,585 --> 00:11:13,665 subsurface scattering of light Yes. Yeah. In in 325 00:11:13,665 --> 00:11:16,304 materials that are translucent. Yeah. Yeah. Why is 326 00:11:16,304 --> 00:11:18,144 that so difficult, and why is it so 327 00:11:18,144 --> 00:11:18,644 important 328 00:11:19,340 --> 00:11:21,980 for film and computer graphics? Yeah. Well, okay. 329 00:11:21,980 --> 00:11:23,980 Why is it important? Well, I'm looking at 330 00:11:23,980 --> 00:11:26,080 you, and your skin looks really healthy. 331 00:11:27,019 --> 00:11:28,300 I mean, you know, I mean, you know, 332 00:11:28,300 --> 00:11:30,940 in real people, skin is really important. Right? 333 00:11:30,940 --> 00:11:33,340 It has to look right. And until then, 334 00:11:33,340 --> 00:11:34,399 it looked like plastic. 335 00:11:34,715 --> 00:11:36,154 You know, it looked like, yeah, just were 336 00:11:36,154 --> 00:11:38,235 completely covered in makeup. You know? You know, 337 00:11:38,235 --> 00:11:40,554 makeup and things like that, you know, almost 338 00:11:40,554 --> 00:11:41,915 like pink. You know what I mean? They're 339 00:11:41,915 --> 00:11:43,915 just very matte and, you know, very I 340 00:11:43,915 --> 00:11:45,995 mean, you know, that's why they're matte. They're 341 00:11:45,995 --> 00:11:47,740 not they did not you know, don't have 342 00:11:47,740 --> 00:11:49,180 all the complexity of real skin, but real 343 00:11:49,180 --> 00:11:51,820 skin has oil. It has texture to it. 344 00:11:51,820 --> 00:11:52,480 It has 345 00:11:52,940 --> 00:11:54,700 a bunch of properties that are very different 346 00:11:54,700 --> 00:11:57,519 than these idealized plastic like, paint like material. 347 00:11:57,820 --> 00:11:59,899 So so, obviously, for the movies, they want 348 00:11:59,899 --> 00:12:02,559 people to look, you know, natural and appealing. 349 00:12:03,144 --> 00:12:04,664 So that was one that was sort of 350 00:12:04,664 --> 00:12:06,985 a motivation for it. What was interesting, the 351 00:12:06,985 --> 00:12:08,365 discovery was that 352 00:12:08,825 --> 00:12:09,565 most materials 353 00:12:10,105 --> 00:12:13,225 are actually somewhat translucent, and subsurface scatter is 354 00:12:13,225 --> 00:12:15,929 actually more common than just normal surface scatter. 355 00:12:15,929 --> 00:12:17,690 So what happened in surface scatter, which you 356 00:12:17,690 --> 00:12:19,450 learn about in physics, you know, light ray 357 00:12:19,450 --> 00:12:21,769 hits the surface and just gets reflected off 358 00:12:21,769 --> 00:12:24,170 the interface between, say, the air and the 359 00:12:24,170 --> 00:12:26,809 the material itself. Yeah. Yeah. But in most 360 00:12:26,809 --> 00:12:28,809 materials, they're actually dielectric. And by the way, 361 00:12:28,809 --> 00:12:30,410 that's what happens in the metal. You know? 362 00:12:30,410 --> 00:12:32,334 Like, light can't go into a metal because 363 00:12:32,334 --> 00:12:32,995 it's conductive, 364 00:12:33,534 --> 00:12:34,914 so it has to get reflected. 365 00:12:35,294 --> 00:12:38,095 Okay? That's why metals are shiny. But most 366 00:12:38,095 --> 00:12:40,334 materials are dielectrics. You know? They have an 367 00:12:40,334 --> 00:12:42,815 index of refraction. And so most light goes 368 00:12:42,815 --> 00:12:44,815 into the materials. It doesn't get reflected. You 369 00:12:44,815 --> 00:12:46,589 know? You just look at it physically. And 370 00:12:46,589 --> 00:12:48,829 why are the dialectics? Well, they're rocks. You 371 00:12:48,829 --> 00:12:51,069 know? They're based on water. Like, we have 372 00:12:51,069 --> 00:12:53,009 a lot of water in our human body. 373 00:12:53,069 --> 00:12:54,929 You know? They're made of things like fibers, 374 00:12:55,149 --> 00:12:56,449 anything like biological. 375 00:12:57,149 --> 00:12:59,534 And most minerals are not metals. They're, 376 00:12:59,934 --> 00:13:02,095 you know, they're dielectric. So almost everything around 377 00:13:02,095 --> 00:13:03,634 us is a dielectric, 378 00:13:04,495 --> 00:13:06,815 and what happens is the light goes into 379 00:13:06,815 --> 00:13:09,134 the material and then it scatters around a 380 00:13:09,134 --> 00:13:11,054 little bit, and then it comes up. It 381 00:13:11,054 --> 00:13:13,294 looks like it's reflecting off it. Let's actually 382 00:13:13,294 --> 00:13:15,240 go on and scatter around, come out, And 383 00:13:15,240 --> 00:13:17,019 that's called subsurface reflection. 384 00:13:17,639 --> 00:13:19,320 You know, it's been studied, but it's never 385 00:13:19,320 --> 00:13:21,159 really been studied very much in natural no 386 00:13:21,159 --> 00:13:23,799 normal everyday materials like skin or whatever. So 387 00:13:23,799 --> 00:13:25,899 we we develop you know, like a physicist, 388 00:13:26,200 --> 00:13:28,600 you know, just, you know, we read models 389 00:13:28,600 --> 00:13:30,415 about how you might do that. I used 390 00:13:30,415 --> 00:13:33,075 to read books like people like in atmospheric 391 00:13:33,375 --> 00:13:36,254 sciences study that, meteorology study that, like, if 392 00:13:36,254 --> 00:13:38,035 you observe a planetary atmosphere 393 00:13:38,575 --> 00:13:40,335 from a distance, like, it's like you have 394 00:13:40,335 --> 00:13:43,554 this layer of gas around the planet, 395 00:13:43,879 --> 00:13:45,559 and so it's gonna be sort of like 396 00:13:45,559 --> 00:13:47,159 that. The light goes into the atmosphere and 397 00:13:47,159 --> 00:13:48,839 gets scattered. So there, you know, there's things 398 00:13:48,839 --> 00:13:50,039 known about it, but they were all like 399 00:13:50,039 --> 00:13:52,139 things like that, like, you know, planetary atmosphere. 400 00:13:52,519 --> 00:13:54,360 So we yeah. We we just took a 401 00:13:54,360 --> 00:13:56,200 lot of those ideas that they had developed 402 00:13:56,200 --> 00:13:58,085 and and, you know, sort of, you know, 403 00:13:58,085 --> 00:14:00,264 mod used them to model things like skin. 404 00:14:00,644 --> 00:14:02,165 And in the same thing with hair, what 405 00:14:02,165 --> 00:14:03,625 happens is hair is mostly, 406 00:14:04,245 --> 00:14:06,325 translucent as well. It's like a little optical 407 00:14:06,325 --> 00:14:08,165 fiber. And so light goes into it, bounces 408 00:14:08,165 --> 00:14:10,085 around, and comes out. So these just lead 409 00:14:10,085 --> 00:14:12,264 to very different appearances than 410 00:14:12,629 --> 00:14:15,110 metals and things like that. So yeah. So 411 00:14:15,110 --> 00:14:16,230 I I did a lot of work on 412 00:14:16,230 --> 00:14:18,809 on, you know, just modeling different materials. And 413 00:14:18,870 --> 00:14:21,210 the subsurface scattering works, I mean, since everything 414 00:14:21,429 --> 00:14:23,750 looked like plastic, as soon as we wrote 415 00:14:23,750 --> 00:14:26,149 the paper, I mean, every studio in the 416 00:14:26,149 --> 00:14:27,210 world immediately, 417 00:14:28,414 --> 00:14:30,975 adopted them. And we we published the source 418 00:14:30,975 --> 00:14:34,095 code, and it was relatively simple model, so 419 00:14:34,095 --> 00:14:35,855 they could just, like, take it and put 420 00:14:35,855 --> 00:14:36,995 it into their system. 421 00:14:37,454 --> 00:14:39,294 And so yeah. So they like, within a 422 00:14:39,294 --> 00:14:41,389 year or two, everybody was using it sort 423 00:14:41,389 --> 00:14:43,230 of very quickly. And but, you know, it's 424 00:14:43,309 --> 00:14:44,669 it was I think it was the first 425 00:14:44,669 --> 00:14:47,870 time an academic paper had ever gotten an 426 00:14:47,870 --> 00:14:48,769 Academy Award. 427 00:14:50,829 --> 00:14:52,769 What would you say is the most difficult 428 00:14:53,115 --> 00:14:55,995 CGI problem either you've solved or you've seen 429 00:14:55,995 --> 00:14:58,875 someone else solve by some building on your 430 00:14:58,875 --> 00:14:59,375 work? 431 00:14:59,914 --> 00:15:01,455 Well, I I I think the 432 00:15:01,914 --> 00:15:04,095 I think the hardest thing to solve 433 00:15:04,794 --> 00:15:06,554 was not just, like, how to make, you 434 00:15:06,554 --> 00:15:08,940 know, skin look right. I mean, that's really 435 00:15:08,940 --> 00:15:10,160 insane, hard problem. 436 00:15:10,779 --> 00:15:12,639 It's how to build a system 437 00:15:13,259 --> 00:15:14,639 that would include everything. 438 00:15:15,179 --> 00:15:16,620 You know what I mean? Like, it's like 439 00:15:16,620 --> 00:15:18,620 this it's like sort of grand unified theory. 440 00:15:18,620 --> 00:15:21,519 Right? How can I build one rendering system 441 00:15:21,924 --> 00:15:23,625 that would handle any shape 442 00:15:23,925 --> 00:15:27,144 and any material and any light source, 443 00:15:27,605 --> 00:15:28,985 you know, and any kind of, 444 00:15:29,365 --> 00:15:32,165 you know, participating media and and just build 445 00:15:32,165 --> 00:15:34,325 a system that could do it all? And 446 00:15:34,325 --> 00:15:35,605 the problem is you if you if you 447 00:15:35,605 --> 00:15:37,259 can't do a bunch of stuff, like, say 448 00:15:37,259 --> 00:15:38,720 you couldn't do the atmosphere. 449 00:15:39,179 --> 00:15:40,700 I mean, it's just not gonna be useful. 450 00:15:40,700 --> 00:15:42,620 Right? And if you can't do people, it's 451 00:15:42,620 --> 00:15:44,559 not gonna be useful. You can't do plants. 452 00:15:44,860 --> 00:15:46,460 You know, like plants were a huge problem 453 00:15:46,460 --> 00:15:48,300 because there's so many leaves and they have 454 00:15:48,300 --> 00:15:50,460 such complicated scattering, but you have billions of 455 00:15:50,460 --> 00:15:52,559 them. You know? Billions of leaves and 456 00:15:53,035 --> 00:15:55,274 dandelions and stuff. So, you know, just having 457 00:15:55,274 --> 00:15:57,514 a system that could handle all this stuff 458 00:15:57,514 --> 00:15:59,615 and scale to the complexities, 459 00:16:00,475 --> 00:16:02,955 I mean, it's it's mostly an engineering problem, 460 00:16:02,955 --> 00:16:04,495 but it was it was a conceptualization 461 00:16:05,195 --> 00:16:07,610 problem. Like, how do you break down, 462 00:16:08,070 --> 00:16:09,929 you know, the world in some sense 463 00:16:10,389 --> 00:16:12,870 into all these what are some you know, 464 00:16:12,870 --> 00:16:14,070 you know, we sort of use, like, object 465 00:16:14,070 --> 00:16:16,070 oriented, but what are all the objects you 466 00:16:16,070 --> 00:16:18,389 need, and how are they all interrelated? How 467 00:16:18,389 --> 00:16:20,309 do they all work together? And then so 468 00:16:20,309 --> 00:16:22,605 that you can, like, plug in something new. 469 00:16:22,605 --> 00:16:24,205 Like, when we had that skin model, like, 470 00:16:24,205 --> 00:16:25,565 you just plug it in. You know, the 471 00:16:25,565 --> 00:16:27,804 system had the design. So that was actually 472 00:16:27,804 --> 00:16:29,485 my first academy where we had this system 473 00:16:29,485 --> 00:16:30,705 we called Reyes, 474 00:16:31,165 --> 00:16:33,585 R E Y E S, for the California. 475 00:16:33,725 --> 00:16:35,825 There's this park called Point Reyes. 476 00:16:36,740 --> 00:16:38,339 It's a very beautiful place. It was near 477 00:16:38,339 --> 00:16:41,779 Lucasfilm, so everybody knew about it. But it 478 00:16:41,779 --> 00:16:44,259 it was the acronym for renders everything you 479 00:16:44,259 --> 00:16:46,419 ever saw. So, you know, the first thing 480 00:16:46,500 --> 00:16:48,259 what I mostly worked on at Pixar was 481 00:16:48,259 --> 00:16:50,024 just how to build this system. You know? 482 00:16:50,105 --> 00:16:52,105 How how to build a system that renders 483 00:16:52,105 --> 00:16:54,264 everything you ever saw. And, you know, it's 484 00:16:54,425 --> 00:16:55,404 it was very, 485 00:16:56,024 --> 00:16:58,264 very challenging and non trivial to think of 486 00:16:58,264 --> 00:17:00,264 how to design this thing so it would 487 00:17:00,264 --> 00:17:01,705 work. And it's still being used. I mean, 488 00:17:01,705 --> 00:17:03,144 I did this many, many years ago. But, 489 00:17:03,144 --> 00:17:04,904 you know, once you get the basic framework 490 00:17:04,904 --> 00:17:05,549 in place, 491 00:17:06,110 --> 00:17:07,869 you know, you can just keep enhancing it 492 00:17:07,869 --> 00:17:09,630 because you can add stuff to it and 493 00:17:09,630 --> 00:17:11,070 they it just sort of you know, you 494 00:17:11,070 --> 00:17:13,309 have the right design when something new comes 495 00:17:13,309 --> 00:17:15,070 along and just sort of clicks into place. 496 00:17:15,070 --> 00:17:16,670 You know what I mean? So that that 497 00:17:16,750 --> 00:17:18,190 I think that was the hardest part. I 498 00:17:18,190 --> 00:17:20,194 mean, you know, maybe not quite as mathematical, 499 00:17:20,335 --> 00:17:22,515 but just how to conceive of this thing 500 00:17:22,654 --> 00:17:24,595 in a way that, you know, was both 501 00:17:24,654 --> 00:17:27,214 conceptually elegant, but also worked. You know what 502 00:17:27,214 --> 00:17:29,315 I mean? It could be efficient and and 503 00:17:29,454 --> 00:17:30,815 and so on. So that I think that 504 00:17:30,815 --> 00:17:32,759 was the hardest problem. Yeah. What would you 505 00:17:32,759 --> 00:17:35,559 say then is the the most difficult unsolved 506 00:17:35,559 --> 00:17:37,400 problem? What what can't you do now that 507 00:17:37,400 --> 00:17:38,680 you really like to be able to do 508 00:17:38,680 --> 00:17:39,740 in computer graphics? 509 00:17:40,519 --> 00:17:41,880 Well, I think that I have a couple 510 00:17:41,880 --> 00:17:43,400 of opinions. I mean, you know, on the 511 00:17:43,400 --> 00:17:45,340 on the so we would call this photorealistic 512 00:17:45,720 --> 00:17:47,545 rendering and so on. I mean, I don't 513 00:17:47,625 --> 00:17:49,144 I mean, pretty much, you know, we've been 514 00:17:49,144 --> 00:17:50,825 working on it so long. I mean, I 515 00:17:50,825 --> 00:17:52,424 don't know if you go to movies. Some 516 00:17:52,424 --> 00:17:53,705 of the people do, but, you know, the 517 00:17:53,705 --> 00:17:55,865 movies are pretty convincing at this point. You 518 00:17:55,865 --> 00:17:57,464 know? And even like Toy Story was the 519 00:17:57,464 --> 00:17:59,224 first one that we did. It was a 520 00:17:59,224 --> 00:18:00,365 cartoon movie. 521 00:18:00,664 --> 00:18:02,205 Now, you know, you see movies 522 00:18:02,920 --> 00:18:04,380 routinely that just 523 00:18:04,920 --> 00:18:05,900 is completely indistinguishable 524 00:18:06,519 --> 00:18:07,019 from, 525 00:18:07,320 --> 00:18:09,640 you know, from things like Avatar and, you 526 00:18:09,640 --> 00:18:12,119 know, all these movie. So it's pretty hard. 527 00:18:12,119 --> 00:18:13,240 I mean, I don't know if I can 528 00:18:13,240 --> 00:18:14,059 think of really, 529 00:18:14,599 --> 00:18:17,559 one thing. I find natural scenes, outdoor scenes, 530 00:18:17,559 --> 00:18:19,305 sort of still somewhat unsatisfying. 531 00:18:20,085 --> 00:18:21,765 I mean, remember, they still fake a lot 532 00:18:21,765 --> 00:18:23,465 of stuff. They don't model everything 533 00:18:24,085 --> 00:18:25,924 and so on, so they can avoid, you 534 00:18:25,924 --> 00:18:27,865 know, showing you things that they can't do. 535 00:18:27,924 --> 00:18:30,005 But I find, you know, really if I 536 00:18:30,005 --> 00:18:31,865 take a walk in the forest or something, 537 00:18:32,119 --> 00:18:33,960 you know, there's something about it that I 538 00:18:33,960 --> 00:18:35,880 don't I don't see in the computer, but 539 00:18:35,880 --> 00:18:37,240 I can't quite pin it down. That's the 540 00:18:37,240 --> 00:18:39,160 other problem. What? You're you're looking at this 541 00:18:39,160 --> 00:18:40,940 stuff. Like, you look I'm looking at skin. 542 00:18:41,240 --> 00:18:43,240 Like, what are we not getting about it? 543 00:18:43,240 --> 00:18:45,480 You know? There's something underlying the phenomena of 544 00:18:45,480 --> 00:18:47,734 the scattering. So I don't quite know exactly 545 00:18:47,795 --> 00:18:48,615 for these 546 00:18:48,994 --> 00:18:49,494 natural, 547 00:18:50,195 --> 00:18:53,234 environments what we're getting wrong. But, anyway, I 548 00:18:53,234 --> 00:18:54,994 think that's one. But I actually think, you 549 00:18:54,994 --> 00:18:55,494 know, 550 00:18:55,955 --> 00:18:58,615 a more interesting thing is not just photorealistic 551 00:18:59,154 --> 00:19:01,029 effects, but, you know, how to make it 552 00:19:01,029 --> 00:19:02,710 easy. You know, like, I gave a talk 553 00:19:02,710 --> 00:19:05,589 once about starting with Leonardo, how, you know, 554 00:19:05,589 --> 00:19:08,970 we sort of reproduced what Leonardo had discovered, 555 00:19:09,029 --> 00:19:11,349 right, like perspective and shading and all that 556 00:19:11,349 --> 00:19:13,289 stuff, and we just computerized it. 557 00:19:13,865 --> 00:19:15,465 But then the event art sort of went 558 00:19:15,465 --> 00:19:17,785 in lots of different directions. It wasn't just 559 00:19:17,785 --> 00:19:19,865 about realism. You know? So, like, maybe how 560 00:19:19,865 --> 00:19:21,485 to make other kinds of pictures, 561 00:19:22,105 --> 00:19:24,424 like, either more abstract kind of pictures like 562 00:19:24,424 --> 00:19:26,930 an artist might do, or more functional kind 563 00:19:26,930 --> 00:19:28,390 of pictures, like, in visualizations 564 00:19:28,690 --> 00:19:30,529 of things. You know, just how you know, 565 00:19:30,529 --> 00:19:32,609 because there you're not just simulating the physics. 566 00:19:32,609 --> 00:19:34,130 You have to ask but you still you 567 00:19:34,130 --> 00:19:36,049 know, it might be some formal technique. Let's 568 00:19:36,049 --> 00:19:37,589 say we had some theory of aesthetics 569 00:19:38,265 --> 00:19:40,345 or something like that. Maybe we could formalize 570 00:19:40,345 --> 00:19:42,025 that and have a computer do that kind 571 00:19:42,025 --> 00:19:43,384 of stuff. Yeah. You see some of that 572 00:19:43,384 --> 00:19:45,785 generated by AI right now. But, yeah, just, 573 00:19:45,785 --> 00:19:47,465 you know, other there are different kinds of 574 00:19:47,465 --> 00:19:47,965 picture. 575 00:19:48,585 --> 00:19:50,505 And I think we could make a lot 576 00:19:50,505 --> 00:19:52,904 of other interesting pictures besides just sort of 577 00:19:52,904 --> 00:19:53,404 photographic, 578 00:19:53,750 --> 00:19:55,529 You know, sort of a classic thing, like, 579 00:19:55,830 --> 00:19:57,509 first we once we had a camera, like, 580 00:19:57,509 --> 00:19:58,789 you know, what do we why do we 581 00:19:58,789 --> 00:20:00,710 need to you know, we don't want it 582 00:20:00,710 --> 00:20:02,950 to we have cameras to take realistic pictures. 583 00:20:02,950 --> 00:20:05,109 We don't need, you know, artists to draw 584 00:20:05,109 --> 00:20:07,634 perfectly realistic pictures. Yeah. So you're still looking 585 00:20:07,634 --> 00:20:10,115 for the Pixar version of Picasso. Yeah. Yeah. 586 00:20:10,115 --> 00:20:12,455 Exactly. Yeah. Yeah. Yeah. Exactly. Exactly. 587 00:20:13,075 --> 00:20:14,994 So final question. How if you could just 588 00:20:14,994 --> 00:20:16,275 sum it up, how do you think your 589 00:20:16,275 --> 00:20:18,835 training in physics has helped you in your 590 00:20:18,835 --> 00:20:19,335 career? 591 00:20:19,759 --> 00:20:21,359 Well, I certainly learned a lot of phys 592 00:20:21,519 --> 00:20:23,619 you know, physical phenomena, you know, 593 00:20:24,240 --> 00:20:25,059 like transport, 594 00:20:25,519 --> 00:20:26,339 light optics, 595 00:20:26,960 --> 00:20:28,980 and mechanics, classical mechanics. 596 00:20:29,440 --> 00:20:32,085 You know, lots of, particular things I learned. 597 00:20:32,325 --> 00:20:33,924 But the best thing I learned was how 598 00:20:33,924 --> 00:20:34,825 to solve problems. 599 00:20:36,085 --> 00:20:37,684 I mean, you know, I mean, you just 600 00:20:37,845 --> 00:20:39,365 you know, the problems they gave you to 601 00:20:39,365 --> 00:20:40,804 solving, you just had to solve. And there 602 00:20:40,804 --> 00:20:42,404 was a certain way of solving them. You 603 00:20:42,404 --> 00:20:44,404 know? How do you like, you notice I 604 00:20:44,404 --> 00:20:46,484 use the word modeling and simulation a lot. 605 00:20:46,484 --> 00:20:48,849 You know? Like, you have physical models and, 606 00:20:49,230 --> 00:20:51,230 you know, models are useful, but they're not 607 00:20:51,230 --> 00:20:52,509 the whole thing. You have to, you know, 608 00:20:52,509 --> 00:20:54,049 you have to pick the right model 609 00:20:54,509 --> 00:20:56,269 for, you know, you know, like, start out 610 00:20:56,269 --> 00:20:57,649 with really phenomenological 611 00:20:57,950 --> 00:20:59,470 like models, but they can still be super 612 00:20:59,470 --> 00:21:02,049 useful when you also want more fundamental models. 613 00:21:02,174 --> 00:21:03,855 But there's many models, and you have to 614 00:21:03,855 --> 00:21:05,695 pick the right one. And then and so 615 00:21:05,695 --> 00:21:07,394 you just have to pick the right one. 616 00:21:07,695 --> 00:21:08,975 And, you know, a lot of people, they 617 00:21:08,975 --> 00:21:10,735 they just they don't know how to pick 618 00:21:10,735 --> 00:21:12,414 the right model. You know what I mean? 619 00:21:12,414 --> 00:21:13,775 And then you and then you have to 620 00:21:13,775 --> 00:21:14,755 crank through whatever 621 00:21:15,089 --> 00:21:17,569 it takes to sort of make it solvable. 622 00:21:17,569 --> 00:21:19,169 You know what I mean? Like, you know, 623 00:21:19,169 --> 00:21:21,169 it might involve spherical harmonics or it might 624 00:21:21,169 --> 00:21:22,690 involve a bunch of stuff. And then some 625 00:21:22,690 --> 00:21:24,690 of that stuff sort of just difficult. Right? 626 00:21:24,690 --> 00:21:26,769 You just gotta have the the you have 627 00:21:26,769 --> 00:21:29,410 to be, like, powerful problem solver to actually 628 00:21:29,410 --> 00:21:31,434 turn that into, like, something that works. So 629 00:21:31,434 --> 00:21:32,875 I think that's what I learned in physics. 630 00:21:32,875 --> 00:21:34,575 And, you know, that skill, 631 00:21:35,674 --> 00:21:37,674 it was I just think that's why physicists 632 00:21:37,674 --> 00:21:39,434 are so successful when they go to other 633 00:21:39,434 --> 00:21:41,434 fields, is they just have this magical ability 634 00:21:41,434 --> 00:21:43,615 to solve problems in other fields. Yeah. 635 00:21:44,179 --> 00:21:45,700 That kind of fun. Thank you very much. 636 00:21:45,700 --> 00:21:46,679 Yeah. Thank you. 637 00:21:53,859 --> 00:21:57,220 That was Margaret Harris in conversation with Pat 638 00:21:57,220 --> 00:21:57,720 Hanrahan, 639 00:21:58,515 --> 00:22:00,375 who has won three Oscars 640 00:22:00,755 --> 00:22:02,775 in addition to the ACM's 641 00:22:03,154 --> 00:22:04,855 AM Turing Award. 642 00:22:05,154 --> 00:22:07,414 Thanks to both of them for a fascinating 643 00:22:07,634 --> 00:22:08,134 conversation. 644 00:22:08,994 --> 00:22:11,875 And thank you for listening to the Physics 645 00:22:11,875 --> 00:22:13,335 World weekly podcast 646 00:22:13,909 --> 00:22:15,529 in 2025. 647 00:22:16,150 --> 00:22:17,450 I'm Hamish Johnston, 648 00:22:17,750 --> 00:22:20,409 and our producer is Fred Iles. 649 00:22:20,950 --> 00:22:22,089 We'll be back again 650 00:22:22,390 --> 00:22:24,089 in 2026.