Naty Hoffman

According to our database1, Naty Hoffman authored at least 12 papers between 2006 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2020
Physically based shading in theory and practice.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

2019
Fresnel Equations Considered Harmful.
Proceedings of the Eurographics Workshop on Material Appearance Modeling, 2019

2015
Just keep digging, and other principles for videogame R&D.
Proceedings of the SIGGRAPH Asia 2015 R&D in the Video Game Industry, 2015

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

2014
Physically based shading in theory and practice.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

2013
Physically based shading in theory and practice.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

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

2006
Conclusions/summary.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Reflectance rendering with point lights.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Reflectance.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Introduction.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Game development.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006


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