Virtual Explorer: Interactive Virtual Environment for Education. - Kevin L. Dean; Xyler S. Asay-Davis; Evan M. Finn; Theresa Foley; Jeremy A. Friesner; Yo Imai; Bret J. Naylor; Sarah R. Wustner; Scott S. Fisher; Kent R. Wilson (Presence Teleoperators Virtual Environ., 2000)

Efficient partitioning of fragment shaders for multiple-output hardware. - Theresa Foley; Mike Houston; Pat Hanrahan (Graphics Hardware, 2004)

Brook for GPUs: stream computing on graphics hardware. - Ian Buck; Theresa Foley; Daniel Reiter Horn; Jeremy Sugerman; Kayvon Fatahalian; Mike Houston; Pat Hanrahan (ACM Trans. Graph., 2004)

KD-tree acceleration structures for a GPU raytracer. - Theresa Foley; Jeremy Sugerman (Graphics Hardware, 2005)

Programmable graphics: the future of interactive rendering. - Matt Pharr; Aaron E. Lefohn; Craig E. Kolb; Paul Lalonde; Theresa Foley; Geoff Berry (SIGGRAPH Classes, 2008)

Parallel computing for graphics. - Theresa Foley; Justin Hensley; Jason C. Yang (SIGGRAPH ASIA Courses, 2008)

Beyond programmable shading (parts I and II). - Aaron E. Lefohn; Mike Houston; Johan Andersson; Ulf Assarsson; Cass W. Everitt; Kayvon Fatahalian; Theresa Foley; Justin Hensley; Paul Lalonde; David Luebke (SIGGRAPH Courses, 2009)

Spark: modular, composable shaders for graphics hardware. - Theresa Foley; Pat Hanrahan (ACM Trans. Graph., 2011)

Coarse Pixel Shading. - Karthik Vaidyanathan; Marco Salvi; Robert Toth; Theresa Foley; Tomas Akenine-Möller; Jim Nilsson; Jacob Munkberg; Jon Hasselgren; Masamichi Sugihara; Petrik Clarberg; Tomasz Janczak; Aaron E. Lefohn (High Performance Graphics, 2014)

Post-Tessellation Geometry Caches. - Rahul Sathe; Theresa Foley; Marco Salvi (Eurographics (Short Papers), 2014)

An overview of next-generation graphics APIs. - Chris Wyman; Theresa Foley; Graham Sellers; Max McMullen; Jesse D. Hall; Dan Baker; Dan Ginsburg; Aras Pranckevicius (SIGGRAPH Courses, 2015)

A system for rapid, automatic shader level-of-detail. - Yong He 013; Theresa Foley; Natalya Tatarchuk; Kayvon Fatahalian (ACM Trans. Graph., 2015)

Efficient GPU rendering of subdivision surfaces using adaptive quadtrees. - Wade Brainerd; Theresa Foley; Manuel Kraemer; Henry P. Moreton; Matthias Nießner (ACM Trans. Graph., 2016)

A system for rapid exploration of shader optimization choices. - Yong He 013; Theresa Foley; Kayvon Fatahalian (ACM Trans. Graph., 2016)

Shader components: modular and high performance shader development. - Yong He 013; Theresa Foley; Teguh Hofstee; Haomin Long; Kayvon Fatahalian (ACM Trans. Graph., 2017)

Slang: language mechanisms for extensible real-time shading systems. - Yong He 013; Kayvon Fatahalian; Theresa Foley (ACM Trans. Graph., 2018)

Staged metaprogramming for shader system development. - Kerry A. Seitz Jr.; Theresa Foley; Serban D. Porumbescu; John D. Owens (ACM Trans. Graph., 2019)

Unified Shader Programming in C++. - Kerry A. Seitz Jr.; Theresa Foley; Serban D. Porumbescu; John D. Owens (CoRR, 2021)

Development of a brownfield inventory for prioritizing funding outreach in Tucson, Arizona. - Theresa Foley; Ann Marie Wolf; Chloe Jackson; Ryan Stephenson (Geo spatial Inf. Sci., 2021)

Supporting Unified Shader Specialization by Co-opting C++ Features. - Kerry A. Seitz; Theresa Foley; Serban D. Porumbescu; John D. Owens (Proc. ACM Comput. Graph. Interact. Tech., 2022)