Triangle order optimization for graphics hardware computation culling. - Diego Nehab; Joshua Barczak; Pedro V. Sander (SI3D, 2006)

Fast triangle reordering for vertex locality and reduced overdraw. - Pedro V. Sander; Diego Nehab; Joshua Barczak (ACM Trans. Graph., 2007)

March of the Froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU. - Jeremy Shopf; Joshua Barczak; Christopher Oat; Natalya Tatarchuk (SIGGRAPH Games, 2008)

Spatial Binning on the GPU. - Christopher Oat; Joshua Barczak; Jeremy Shopf (GPU Pro, 2010)

Variable Bit Rate GPU Texture Decompression. - Marc Olano; Dan Baker; Wesley Griffin; Joshua Barczak (Comput. Graph. Forum, 2011)

DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies. - Joshua Barczak; Carsten Benthin; David McAllister (Proc. ACM Comput. Graph. Interact. Tech., 2024)

H-PLOC: Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction. - Carsten Benthin; Daniel Meister 002; Joshua Barczak; Rohan Mehalwal; John A. Tsakok; Andrew Kensler (Proc. ACM Comput. Graph. Interact. Tech., 2024)

Ray Tracing Animated Displaced Micro-Meshes. - Holger Grün; Carsten Benthin; Andrew Kensler; Joshua Barczak; David McAllister (Comput. Graph. Forum, 2024)