Simple Models of the Impact of Overlap in Bucket Rendering. - Milton Chen; Gordon Stoll; Homan Igehy; Kekoa Proudfoot; Pat Hanrahan (Workshop on Graphics Hardware, 1998)

Prefetching in a Texture Cache Architecture. - Homan Igehy; Matthew Eldridge; Kekoa Proudfoot (Workshop on Graphics Hardware, 1998)

Compiling to a VLIW Fragment Pipeline. - William R. Mark; Kekoa Proudfoot (Workshop on Graphics Hardware, 2001)

The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering. - William R. Mark; Kekoa Proudfoot (Workshop on Graphics Hardware, 2001)

A real-time procedural shading system for programmable graphics hardware. - Kekoa Proudfoot; William R. Mark; Svetoslav Tzvetkov; Pat Hanrahan (SIGGRAPH, 2001)

Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware. - Eric Chan; Ren Ng; Pradeep Sen; Kekoa Proudfoot; Pat Hanrahan (Graphics Hardware, 2002)