Shadow map bias cone and improved soft shadows: Disney bonus section. - Brent Burley (SIGGRAPH Courses, 2006)

Computing dP/ds accurately in PRMan: Disney bonus section. - Tal Lancaster; Brent Burley (SIGGRAPH Courses, 2006)

Exact Evaluation of Catmull-Clark Subdivision Surfaces Near B-Spline Boundaries. - Dylan Lacewell; Brent Burley (J. Graph. Tools, 2007)

Ptex: Per-Face Texture Mapping for Production Rendering. - Brent Burley; Dylan Lacewell (Comput. Graph. Forum, 2008)

Example-based texture synthesis on Disney's Tangled. - Christian Eisenacher; Chuck Tappan; Brent Burley; Daniel Teece; Arthur Shek (SIGGRAPH Talks, 2010)

Per-face texture mapping for real-time rendering. - John McDonald Jr.; Brent Burley (SIGGRAPH Talks, 2011)

Practical physically-based shading in film and game production. - Stephen McAuley; Stephen Hill; Naty Hoffman; Yoshiharu Gotanda; Brian E. Smits; Brent Burley; Adam Martinez (SIGGRAPH Courses, 2012)

Sorted Deferred Shading for Production Path Tracing. - Christian Eisenacher; Gregory Nichols; Andrew Selle; Brent Burley (Comput. Graph. Forum, 2013)

Physically based shading in theory and practice. - Stephen Hill; Stephen McAuley; Brent Burley; Danny Chan; Luca Fascione; Michal Iwanicki; Naty Hoffman; Wenzel Jakob; David Neubelt; Angelo Pesce; Matt Pettineo (SIGGRAPH Courses, 2015)

What makes a production renderer in 2016. - Brent Burley; Marcos Fajardo; Alexander Keller 001; Philippe Leprince; Maurice van Swaaij; Eric Tabellion; Michael Reed (SIGGRAPH Panels, 2016)

Practical and controllable subsurface scattering for production path tracing. - Matt Jen-Yuan Chiang; Peter Kutz; Brent Burley (SIGGRAPH Talks, 2016)

A Practical and Controllable Hair and Fur Model for Production Path Tracing. - Matt Jen-Yuan Chiang; Benedikt Bitterli; Chuck Tappan; Brent Burley (Comput. Graph. Forum, 2016)

Path tracing in production - part 1: production renderers. - Luca Fascione; Johannes Hanika; Marcos Fajardo; Per H. Christensen; Brent Burley; Brian Green (SIGGRAPH Courses, 2017)

Plausible iris caustics and limbal arc rendering. - Matt Jen-Yuan Chiang; Brent Burley (SIGGRAPH Talks, 2018)

Design and implementation of modern production renderers. - Matt Pharr; Brent Burley; Per H. Christensen; Marcos Fajardo; Luca Fascione; Christopher D. Kulla (SIGGRAPH Panels, 2018)

The Design and Evolution of Disney's Hyperion Renderer. - Brent Burley; David Adler; Matt Jen-Yuan Chiang; Hank Driskill; Ralf Habel; Patrick Kelly; Peter Kutz; Yining Karl Li; Daniel Teece (ACM Trans. Graph., 2018)

Taming the shadow Terminator. - Matt Jen-Yuan Chiang; Yining Karl Li; Brent Burley (SIGGRAPH Talks, 2019)

Denoising Deep Monte Carlo Renderings. - Delio Vicini; David Adler; Jan Novák; Fabrice Rousselle; Brent Burley (Comput. Graph. Forum, 2019)

Splat: Developing a "Strange" Shader. - Kendall Litaker; Brent Burley; Dan Lipson; Mason Khoo (SIGGRAPH Talks, 2023)

Progressive null-tracking for volumetric rendering. - Zackary Misso; Yining Karl Li; Brent Burley; Daniel Teece; Wojciech Jarosz (SIGGRAPH (Conference Paper Track), 2023)

Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering. - Yining Karl Li; Charlotte Zhu; Gregory Nichols; Peter Kutz; Wei-Feng Wayne Huang; David Adler; Brent Burley; Daniel Teece (DigiPro, 2024)

Dynamic Screen Space Textures for Coherent Stylization. - Brent Burley; Brian Green; Daniel Teece (SIGGRAPH Talks, 2024)