Elements of a Three-dimensional Graphical User Interface. - Geoff Leach; Ghassan Al-Qaimari; Mark Grieve; Noel Jinks; Cameron McKay (INTERACT, 1997)

An Improved Z-Buffer CSG Rendering Algorithm. - Nigel Stewart; Geoff Leach; Sabu John (Workshop on Graphics Hardware, 1998)

VRML Molecular Dynamics Trajectories. - Geoff Leach; James G. R. Gilbert (VRML, 1999)

A Z-Buffer CSG Rendering Algorithm for Convex Objects. - Nigel Stewart; Geoff Leach; Sabu John (WSCG, 2000)

Linear-Time CSG Rendering of Intersected Convex Objects. - Nigel Stewart; Geoff Leach; Sabu John (WSCG, 2002)

Real-time procedural generation of 'pseudo infinite' cities. - Stefan Greuter; Jeremy Parker; Nigel Stewart; Geoff Leach (GRAPHITE, 2003)

Improved CSG rendering using overlap graph subtraction sequences. - Nigel Stewart; Geoff Leach; Sabu John (GRAPHITE, 2003)

eScience curricula at two Australian universities. - Henry J. Gardner; Chris W. Johnson 002; Geoff Leach; Pascal Vuylsteker (ACE, 2005)

Dynamic Game-Play Arbitrators with 3D Voronoi Diagrams. - Mahathir Almashor; Ibrahim Khalil 001; Geoff Leach (NCA, 2010)

Virtual subdivision for GPU based collision detection of deformable objects using a uniform grid. - Tsz Ho Wong; Geoff Leach; Fabio Zambetta (Vis. Comput., 2012)

Backwards Memory Allocation and Improved OIT. - Pyarelal Knowles; Geoff Leach; Fabio Zambetta (PG (Short Papers), 2013)

An Improved Friction Model for Cloth Simulation. - Tszho Wong; Geoff Leach; Fabio Zambetta (PG (Short Papers), 2013)

Modelling Bending Behaviour in Cloth Simulation Using Hysteresis. - Tsz Ho Wong; Geoff Leach; Fabio Zambetta (Comput. Graph. Forum, 2013)

Fast sorting for exact OIT of complex scenes. - Pyarelal Knowles; Geoff Leach; Fabio Zambetta (Vis. Comput., 2014)

An adaptive octree grid for GPU-based collision detection of deformable objects. - Tsz Ho Wong; Geoff Leach; Fabio Zambetta (Vis. Comput., 2014)

Further improvements to OIT sort performance. - Jesse Archer; Geoff Leach (CGI, 2018)

Fast raycasting using a compound deep image for VPL range determination. - Jesse Archer; Geoff Leach; Pyarelal Knowles (SIGGRAPH Asia Technical Briefs, 2018)

GPU based techniques for deep image merging. - Jesse Archer; Geoff Leach; Ron G. van Schyndel (Comput. Vis. Media, 2018)

Hybrid Lighting for faster rendering of scenes with many lights. - Jesse Archer; Geoff Leach; Pyarelal Knowles; Ron G. van Schyndel (Vis. Comput., 2018)

Fast raycasting using a compound deep image for virtual point light range determination. - Jesse Archer; Geoff Leach; Pyarelal Knowles (Comput. Vis. Media, 2019)