Brent Burley
Most Recent Affiliation(s):
- Walt Disney Animation Studios, Principal Software Engineer
Location:
- Burbank, California, United States of America
Bio:
SIGGRAPH 2018
Brent Burley is a Principal Software Engineer at Walt Disney Animation Studios leading the Hyperion development team. Previously he led the development of the physically-based shading model used in all WDAS productions since Wreck-It Ralph, and created Ptex, an open-source texture mapping system for subdivision surfaces used on all WDAS productions since Bolt. Prior to joining Disney in 1996, he worked at Philips Media developing a cross-platform game engine, and also worked on aircraft training simulators at Hughes Training Inc.
SIGGRAPH 2016
Brent Burley is a Principal Software Engineer at Walt Disney Animation Studios working on production rendering software. In additional to creating Ptex and the Disney BRDF, he leads the development of Disney’s Hyperion Renderer.
SIGGRAPH 2014
Brent Burley is a Principal Software Engineer at Walt Disney Animation Studios, working on production rendering software. In additional to creating Ptex and the Disney BRDF, he recently oversaw development of Disney’s Hyperion Renderer, a new physically based renderer used on Big Hero 6.
SIGGRAPH 2012
Brent Burley is a Principal Software Engineer at Walt Disney Animation Studios working on production rendering software. Recently he led the development of a new physically-based BRDF model now being used in all current productions. Prior to joining Disney in 1996, he worked at Philips Media developing a cross-platform game engine, and also worked on aircraft training simulators at Hughes Training Inc.
Award(s):
Experience(s):
Type: [Studio (SIGGRAPH Labs)]
Per-Face Texture Mapping for Real-time Rendering
Organizer(s): [McDonald] [Burley]
[SIGGRAPH 2011]
Learning Category: Presentation(s):
Type: [Technical Papers]
Progressive Null-tracking for Volumetric Rendering Presenter(s): [Misso] [Li] [Burley] [Teece] [Jarosz]
[SIGGRAPH 2023]
Type: [Talks (Sketches)]
Splat: Developing a "Strange" Shader Presenter(s): [Litaker] [Burley] [Lipson] [Khoo]
[SIGGRAPH 2023]
Type: [Talks (Sketches)]
Encanto' — Let's Talk About Bruno's Visions Presenter(s): [Butler] [Burley] [Huang] [Li] [Huang]
Entry No.: [08]
[SIGGRAPH 2022]
Type: [Talks (Sketches)]
Fracture-aware Tessellation of Subdivision Surfaces Presenter(s): [Burley] [Rodriguez]
Entry No.: [10]
[SIGGRAPH 2022]
Type: [Talks (Sketches)]
Practical Multiple-scattering Sheen Using Linearly Transformed Cosines Presenter(s): [Zeltner] [Burley] [Chiang]
Entry No.: [07]
[SIGGRAPH 2022]
Type: [Talks (Sketches)]
Taming the Shadow Terminator Presenter(s): [Chiang] [Li] [Burley]
Entry No.: [71]
[SIGGRAPH 2019]
Type: [Panels]
Design and Implementation of Modern Production Renderers Presenter(s): [Pharr] [Burley] [Christensen] [Fajardo] [Fascione] [Kulla]
Entry No.: [02]
[SIGGRAPH 2018]
Type: [Talks (Sketches)]
Plausible Iris Caustics and Limbal Arc Rendering Presenter(s): [Chiang] [Burley]
Entry No.: [15]
[SIGGRAPH 2018]
Type: [Courses]
Path Tracing in Production - Part 1: Production Renderers Organizer(s): [Fascione]
Presenter(s): [Hanika] [Fajardo] [Christensen] [Burley] [Green]
Entry No.: [16]
[SIGGRAPH 2017]
Type: [Talks (Sketches)]
Practical and Controllable Subsurface Scattering for Production Path Tracing Presenter(s): [Chiang] [Kutz] [Burley]
Entry No.: [49]
[SIGGRAPH 2016]
Type: [Panels]
What Makes a Production Renderer in 201 Presenter(s): [Burley] [Fajardo] [Keller] [Leprince] [Swaaij] [Tabellion]
Entry No.: [03]
[SIGGRAPH 2016]
Type: [Talks (Sketches)]
A Practical and Controllable Hair and Fur Model for Production Path Tracing Presenter(s): [Chiang] [Bitterli] [Tappan] [Burley]
Entry No.: [23]
[SIGGRAPH 2015]
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley]
Presenter(s): [McAuley] [Hill] [Jakob] [Hoffman] [Neubelt] [Pettineo] [Pesce] [Iwanicki] [Chan] [Burley] [Fascione]
Entry No.: [15]
[SIGGRAPH 2015]
Type: [Courses]
Practical Physically-Based Shading in Film and Game Production Organizer(s): [Hill] [McAuley]
Presenter(s): [Hill] [McAuley] [Burley] [Gotanda] [Smits]
Entry No.: [15]
[SIGGRAPH 2012]
Type: [Talks (Sketches)]
Per-face texture mapping for real-time rendering Presenter(s): [McDonald] [Burley]
[SIGGRAPH 2011]
Role(s):
- Awardee
- Course Presenter
- Panel Presenter
- Studio (SIGGRAPH Lab) Presenter
- Talk (Sketch) Presenter
- Technical Paper Presenter