- D. Amarasinghe and I. Parberry, "Real-time Rendering of Burning Solid Objects in Video Games", To Appear in the Proceedings of the 17th International Conference on Computer Games, Louisville, Kentucky, USA, July 2012.
- J. Taylor and I. Parberry, "Randomness + Structure = Clutter: A Procedural Object Placement Generator", Proceedings of the 10th International Conference on Entertainment Computing, Vancouver, Canada, October 2011. [pdf, BibTeX, more information]
- J. Taylor and I. Parberry, "Procedural Generation of Sokoban Levels", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 5-12, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
- M. Yingst, J.R. Alford, and I. Parberry, "Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 27-34, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
- D. Amarasinghe and I. Parberry, "Fast, Believable Real-time Rendering of Burning Low-Polygon Objects in Video Games", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 21-26, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
- J. Doran and I. Parberry, "A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs", Proceedings of the Second International Workshop on Procedural Content Generation in Games, pp. 1-8, Bordeaux, France, June 2011. [pdf, BibTeX, more information]
- D. Amarasinghe and I. Parberry, "Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games", Proceedings of the 6th International Conference on the Foundations of Digital Games, pp. 256-258, Bordeaux, France, June 2011. [pdf, more information, BibTeX]
- E. Carson, I. Parberry, and B. Jensen, "Algorithm Explorer: Visualizing Algorithms in a 3D Multimedia Environment" Proceedings of the 2007 ACM Technical Symposium on Computer Science Education, pp. 155-159, March 2007. (Acceptance rate 108/316, 34%) [pdf, BibTeX]
- I. Parberry, J.R. Nunn, J. Scheinberg, E. Carson, and J. Cole, "SAGE: A Simple Academic Game Engine", Proceedings of the Second Annual Microsoft Academic Days on Game Development in Computer Science Education, pp. 90-94, February 2007. (Acceptance rate 19/71, 28%) [pdf]
- C. Martin and I. Parberry, "Real Time Dynamic Wind Calculation for a Pressure Driven Wind System", Proceedings of the 2006 ACM SIGGRAPH Video Game Symposium, pp. 151-154, Boston, MA, July 2006. (Acceptance rate 20/102, 20%) [pdf, BibTeX, video]
- I. Parberry, M.B. Kazemzadeh, and T. Roden, "The Art and Science of Game Programming", Proceedings of the 2006 ACM Technical Symposium on Computer Science Education, Houston, TX, pp. 510-514, Mar. 1-5, 2006. (Acceptance rate 104/294, 35%) [pdf, BibTeX]
- R. Ayoub, A. Chin, and I. Parberry, "A New Model for a Student Cyber Security Organization", Proceedings of the 2005 Information Security Curriculum Development Conference, Kennesaw, GA, Sept. 2005. [pdf]
- T. Roden and I. Parberry, "Designing a Narrative-Based Audio Only 3D Game Engine", Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain, pp. 274-277, June 15-17, 2005. [pdf, BibTeX, video]
- T. Roden and I. Parberry, "Clouds and Stars: Efficient Real-Time Procedural Sky Rendering Using 3D Hardware", Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain, pp. 434-437, June 15-17, 2005. [pdf, BibTeX]
- I. Parberry, T. Roden, and M.B. Kazemzadeh, "Experience with an Industry-Driven Capstone Course on Game Programming", Proceedings of the 2005 ACM Technical Symposium on Computer Science Education, pp. 91-95, St. Louis, MO, Feb. 23-27, 2005. (32% acceptance rate) [pdf, BibTeX]
- T. Roden and I. Parberry, "Portholes and Planes: Faster dynamic evaluation of potentially visible sets", Proceedings of the Second Annual International Workshop in Game Design and Technology, Liverpool, England, Nov. 15-16, 2004. [pdf]
- T. Roden and I. Parberry, "From Artistry to Automation: A Structured Methodology for Procedural Content Creation", Proceedings of the 3rd International Conference on Entertainment Computing, pp. 151-156, Eindhoven, The Netherlands, September 1-3, 2004. [pdf, BibTeX]
- G. E. Jan, K.-Y. Chang, I. Parberry, "A New Maze Routing Approach for Path Planning of a Mobile Robot", Proceedings of the IEEE/ASME International Conference on Advanced Mechatronics, Kobe, Japan, July 2003.
- G. E. Jan, K.-Y. Chang, I. Parberry, "A New Cell Decomposition Approach for Automotic Path-planning for a Mobile Robot", Proceedings of the 7th International Conference on Automation Technology, May 2003.
- H.-L. Tseng and I. Parberry, "Are Hopfield Networks Faster Than Conventional Computers?", Proceedings of the 9th Conference on Neural Information Systems - Natural and Synthetic, pp. 239-245, Denver, Colorado, 1996. [pdf]
- I. Parberry, "The Internet and the Aspiring Games Programmer". Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), pp. 155-159, Birkhauser, Boston, MA, June 1995. [pdf]
- I. Parberry and D. S. Johnson, "The SIGACT Theoretical Computer Science Genealogy: Preliminary Report", Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), pp. 197-205, Birkhauser, Boston, MA, June 1995. [pdf]
- I. Parberry, "On the Complexity of Learning with a Small Number of Nodes", Proceedings of the 1992 International Joint Conference on Neural Networks, Vol. 3, pp. 893-898, June 1992. [pdf]
- I. Parberry, "On the Computational Complexity of Optimal Sorting Network Verification". Proceedings of The Conference on Parallel Architectures and Languages Europe, Springer-Verlag Lecture Notes in Computer Science, Vol. 506, pp. 252-269, June 1991. [pdf]
- Z. Obradovic and I. Parberry, "Learning with Discrete Multi-valued Neurons", Proceedings of the Seventh Annual Machine Learning Conference, pp. 392-399, Morgan Kaufmann, 1990. [pdf]
- Z. Obradovic and I. Parberry, "Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions", Advances in Neural Information Processing Systems 2 (Proceedings of the 1989 IEEE Conference on Neural Information Processing Systems), pp. 702-709, Morgan Kaufmann, 1990.
- I. Parberry, "A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks". Proceedings of Supercomputing '89, pp. 152-161, Reno, Nevada, Nov. 1989. [pdf]
- I. Parberry and G. Schnitger, "Relating Boltzmann Machines to Conventional Models of Computation", Proceedings of the Second International Symposium on Methodologies for Intelligent Systems, Charlotte, NC, pp. 347-354, North-Holland, Oct. 1987. [pdf]
- I. Parberry and G. Schnitger. "Parallel Computation with Threshold Functions", Proceedings of the Structure in Complexity Theory Conference, Berkeley, California, Springer-Verlag Lecture Notes in Computer Science, Vol. 223, pp. 272-290, June 1986. [pdf]
- I. Parberry, "Some Practical Simulations of Impractical Parallel Computers". Proceedings of the International Workshop on Parallel Computing and VLSI, Amalfi, Italy, May 1984, pp. 27-37, (North Holland, 1985).