The Light Buffer: A Shadow-Testing Accelerator. - Eric A. Haines; Donald P. Greenberg (IEEE Computer Graphics and Applications, 1986)

A Ray tracing algorithm for progressive radiosity. - John R. Wallace; K. A. Elmquist; Eric A. Haines (SIGGRAPH, 1989)

C Header File and Vector Library. - Andrew S. Glassner; Eric Haines (Graphics Gems, 1994)

Point in Polygon Strategies. - Eric Haines (Graphics Gems, 1994)

Fast, Low Memory Z-Buffering when Performing Medium-Quality Rendering. - Eric Haines; Steven Worley (J. Graphics, GPU, & Game Tools, 1996)

Real-time rendering. - Tomas Möller; Eric Haines (A K Peters, 1999)

A Shaft Culling Tool. - Eric Haines (J. Graphics, GPU, & Game Tools, 2000)

Soft Planar Shadows Using Plateaus. - Eric Haines (J. Graphics, GPU, & Game Tools, 2001)

Real-time rendering, 2nd Edition. - Tomas Akenine-Möller; Eric Haines (A K Peters, 2002)

The demo scene. - Vincent Scheib; Theo Engell-Nielsen; Saku Lehtinen; Eric Haines; Phil Taylor (SIGGRAPH Abstracts and Applications, 2002)

An Introductory Tour of Interactive Rendering. - Eric Haines (IEEE Computer Graphics and Applications, 2006)

Real-time rendering, 3rd Edition. - Tomas Möller; Eric Haines; Nathaniel Hoffman (Peters, 2008)

Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D). - Morgan McGuire; Eric Haines (IEEE Trans. Vis. Comput. Graph., 2010)

An interactive introduction to WEBGL and three.JS. - Ed Angel; Eric Haines (SIGGRAPH Courses, 2017)

Getting started with webGL and three.js. - Edward Angel; Eric Haines; Dave Shreiner (SIGGRAPH Courses, 2018)

A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers. - Morgan McGuire; Julie Dorsey; Eric Haines; John F. Hughes; Steve Marschner; Matt Pharr; Peter Shirley (MAM@EGSR, 2020)