| 2020 | SiggraphA | GPU-based Motion Matching for Crowds in the Unreal Engine. | Nagaraj Raparthi, Eric Acosta, Alan Liu, Tim McLaughlin |
| 2014 | CHI | AR browser for points of interest in disaster response in UAV imagery. | Danielle Ellyse Crowley, Robin R. Murphy, Ann McNamara, Tim McLaughlin, Brittany A. Duncan |
| 2011 | SIGGRAPH | Character rigging, deformations, and simulations in film and game production. | Tim McLaughlin, Larry Cutler, David Coleman |
| 2010 | ETRA | Using eye tracking to investigate important cues for representative creature motion. | Meredith McLendon, Ann McNamara, Tim McLaughlin, Ravindra Dwivedi |
| 2010 | FDG | A framework for evidence based visual style development for serious games. | Tim McLaughlin, Dennie Smith, Irving A. Brown |
| 2010 | ISVC | Multi-institutional Collaboration in Delivery of Team-Project-Based Computer Graphics Studio Courses. | Tim McLaughlin, B. Adn Pea, Todd A. Fechter, Anton Markus Pasing, Judith Reitz, Joseph A. Vidal |
| 2010 | SIGGRAPH | Lions and tigers and bears: investigating cues for expressive creature motion. | Meredith McLendon, Ann McNamara, Tim McLaughlin, Ravindra Dwivedi |
| 2009 | SIGGRAPH | Connecting the dots: discovering what's important for creature motion. | Meredith McLendon, Ann McNamara, Tim McLaughlin, Ravindra Dwivedi |
| 2007 | SIGGRAPH | The morphology of digital creatures. | Tim McLaughlin, Stuart S. Sumida |
| 2006 | SIGGRAPH | Taxonomy of digital creatures: defining character development techniques based upon scope of use. | Tim McLaughlin |
| 2005 | SIGGRAPH | Taxonomy of digital creatures: interpreting character designs as computer graphics techniques. | Tim McLaughlin |
| 1999 | SIGGRAPH | Cloth animation for Star Wars: Episode I "The Phantom Menace". | Tim McLaughlin, John Anderson |
| 1999 | SIGGRAPH | Creature wrangling and enveloping for Star Wars: Episode I "The Phantom Menace". | Tim McLaughlin, Cary B. Phillips |