Realizing OpenGL: Two Implementations of One Architecture. - Mark J. Kilgard (Workshop on Graphics Hardware, 1997)

Open GL programming for the X-Window system. - Mark J. Kilgard (Addison-Wesley-Longman, 1999)

Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering - Cass W. Everitt; Mark J. Kilgard (CoRR, 2003)

Cg in Two Pages - Mark J. Kilgard (CoRR, 2003)

Cg: a system for programming graphics hardware in a C-like language. - William R. Mark; R. Steven Glanville; Kurt Akeley; Mark J. Kilgard (ACM Trans. Graph., 2003)

Real-time shadowing techniques. - Tomas Akenine-Möller; Eric R. Chan; Wolfgang Heidrich; Jan Kautz; Mark J. Kilgard; Marc Stamminger (SIGGRAPH Course Notes, 2004)

GPU shading and rendering. - Marc Olano; Avi Bleiweiss; Larry Gritz; John C. Hart; Mark J. Kilgard; Michael McCool; Pedro V. Sander (SIGGRAPH Courses, 2005)

Modern OpenGL: its design and evolution. - Mark J. Kilgard; Kurt Akeley (SIGGRAPH ASIA Courses, 2008)

GPU-accelerated path rendering. - Mark J. Kilgard; Jeff Bolz (ACM Trans. Graph., 2012)

Accelerating vector graphics rendering using the graphics hardware pipeline. - Vineet Batra; Mark J. Kilgard; Harish Kumar; Tristan Lorach (ACM Trans. Graph., 2015)

Ordinary Facet Angles of a Stroked Path Tessellated by Uniform Tangent Angle Steps Are Bounded by Twice the Step Angle. - Mark J. Kilgard (CoRR, 2020)

Anecdotal Survey of Variations in Path Stroking among Real-world Implementations. - Mark J. Kilgard (CoRR, 2020)

Polar stroking: new theory and methods for stroking paths. - Mark J. Kilgard (ACM Trans. Graph., 2020)