Game development. - Dan Baker; Naty Hoffman (SIGGRAPH Courses, 2006)

Introduction. - Naty Hoffman (SIGGRAPH Courses, 2006)

Reflectance. - Naty Hoffman (SIGGRAPH Courses, 2006)

Reflectance rendering with point lights. - Naty Hoffman; Dan Baker (SIGGRAPH Courses, 2006)

Conclusions/summary. - Naty Hoffman; Dan Baker; Jan Kautz (SIGGRAPH Courses, 2006)

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)

Physically based shading in theory and practice. - Stephen McAuley; Stephen Hill; Adam Martinez; Ryusuke Villemin; Matt Pettineo; Dimitar Lazarov; David Neubelt; Brian Karis; Christophe Hery; Naty Hoffman; Hakan Zap Andersson (SIGGRAPH Courses, 2013)

Physically based shading in theory and practice. - Stephen Hill; Stephen McAuley; Jonathan Dupuy; Yoshiharu Gotanda; Eric Heitz; Naty Hoffman; Sébastien Lagarde; Anders Langlands; Ian Megibben; Farhez Rayani; Charles de Rousiers (SIGGRAPH Courses, 2014)

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)

Just keep digging, and other principles for videogame R&D. - Naty Hoffman (SIGGRAPH Asia R&D in the Video Game Industry, 2015)

Fresnel Equations Considered Harmful. - Naty Hoffman (MAM@EGSR, 2019)

Physically based shading in theory and practice. - Stephen Hill; Stephen McAuley; Laurent Belcour; Will Earl; Niklas Harrysson; Sébastien Hillaire; Naty Hoffman; Lee Kerley; Jasmin Patry; Rob Pieké; Igor Skliar; Jonathan Stone 002; et al. (SIGGRAPH Courses, 2020)