Brent Burley

Orcid: 0000-0002-2344-438X

According to our database1, Brent Burley authored at least 22 papers between 2006 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2024
Dynamic Screen Space Textures for Coherent Stylization.
Proceedings of the ACM SIGGRAPH 2024 Talks, 2024

Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering.
Proceedings of the 2024 Digital Production Symposium, DigiPro 2024, 2024

2023
Progressive null-tracking for volumetric rendering.
Proceedings of the ACM SIGGRAPH 2023 Conference Proceedings, 2023

Splat: Developing a "Strange" Shader.
Proceedings of the ACM SIGGRAPH 2023 Talks, 2023

2019
Denoising Deep Monte Carlo Renderings.
Comput. Graph. Forum, 2019

Taming the shadow Terminator.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
The Design and Evolution of Disney's Hyperion Renderer.
ACM Trans. Graph., 2018

Design and implementation of modern production renderers.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Plausible iris caustics and limbal arc rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
Path tracing in production - part 1: production renderers.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2016
A Practical and Controllable Hair and Fur Model for Production Path Tracing.
Comput. Graph. Forum, 2016

Practical and controllable subsurface scattering for production path tracing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

What makes a production renderer in 2016.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

2015
Physically based shading in theory and practice.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

2013
Sorted Deferred Shading for Production Path Tracing.
Comput. Graph. Forum, 2013

2012
Practical physically-based shading in film and game production.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

2011
Per-face texture mapping for real-time rendering.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

2010
Example-based texture synthesis on Disney's <i>Tangled</i>.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010

2008
Ptex: Per-Face Texture Mapping for Production Rendering.
Comput. Graph. Forum, 2008

2007
Exact Evaluation of Catmull-Clark Subdivision Surfaces Near B-Spline Boundaries.
J. Graph. Tools, 2007

2006
Computing dP/ds accurately in PRMan: Disney bonus section.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Shadow map bias cone and improved soft shadows: Disney bonus section.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006


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