Oscar-winning computer scientist on the physics of computer animation

Physics World Weekly Podcast

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.

2025-12-23 23 min Transcript

Available Results

Generated results are saved to the knowledge database for reuse and search.

No generated results are available for this episode yet.

Extract Knowledge

Pick what you want extracted first. Model, scope, and chapter options appear after a template is selected.

Generated results for public episodes are saved to the knowledge database so they can be reused and searched later.

Transcript

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.

Chapters

No chapters available.