Books

OpenGL ES 3.0 Programming Guide OpenGL ES 3.0 Programming Guide - Dan Ginsburg, Budirijanto Purnomo, Dave Sheriner, Aaftab Munshi, Addison–Wesley, March 2014.
OpenCL Programming Guide OpenCL Programming Guide - Aaftab Munshi, Benedict Gaster, Timothy Mattson, James Fung, Dan Ginsburg, Addison–Wesley, July 2011.
OpenGL Shading Language OpenGL Shading Language (3rd Edition) - Randi J. Rost, Bill Licea-Kane, Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, Mike Weiblen, Addison-Wesley Professional, August 2009.
OpenGL ES 2.0 Programming Guide OpenGL ES 2.0 Programming Guide - Aaftab Munshi, Dan Ginsburg, Dave Shreiner. Addison-Wesley Professional, August 2008. Book Website
ShaderX5 Developing a 3D Engine for OpenGL and OpenGL ES 2.0, Dan Ginsburg in ShaderX5, Wolfgang Engel editor, Charles River Media 2006. 
Game Programming Gems 2 Dynamic Per-Pixel Lighting Techniques, Dan Ginsburg and Dave Gosselin, in Game Programming Gems 2, Mark DeLoura editor, Charles River Media 2001. 
Game Programming Gems Octree Construction, Dan Ginsburg in Game Programming Gems, Mark DeLoura editor, Charles River Media 2000. 

Papers/Articles

Congote, J., Novo, E., Kabongo, L., Ginsburg, D., Gerhard, S., Pienaar, R., Ruiz, O. "Real-time Volume Rendering and Tractography Visualization on the Web". 20th WSCG International Conference on Computer Graphics, Visualization and Computer Vision 2012.

Ginsburg D., Congote J., Gerhard S., Pienaar R. Realtime Visualization of the Connectome in the Browser using WebGL. Poster at Neuroinformatics 2011. [PDF]

Ginsburg D., Pienaar R. CHRIS: A Web-Based System for Collecting, Analyzing, and Interacting with NeuroImaging Data. Poster at Human Brain Mapping 2011.

Pienaar R., Ginsburg D., Grant PE. Using Curvature Weighted Meshes in a Dijkstra-based Similarity Measure for FreeSurfer Surfaces. Poster at Human Brain Mapping 2011.

Ginsburg D, Backer D. ATI Imageon 238x Rooms Demo: Technical Whitepaper.

Presentations

Game Developers Conference: "What's New in Vulkan" (San Francisco, 2018) "Practical Development for Vulkan" (San Francisco, 2015), “OpenGL ES 2.0: Start Developing Now” (San Francisco, 2007), “OpenGL ES – Tutorial Day”, Organizer and Speaker (San Jose, 2006), “OpenGL ES 2.0: Shaders Go Mobile” (Mobile Conference, San Jose, 2006), “Ruby: Dangerous Curves Effects Breakdown” (San Francisco, 2005).

SIGGRAPH: "An Overview of Next-Generation Graphics APIs", (SIGGRAPH 2015), “Advanced Rendering Techniques with OpenGL ES v1.1+”, (Khronos Tech Talk, Boston, 2006).

Steam Dev Days: "Vulkan Graphics Panel" (Seattle, 2016), “Brining Your Games To OpenGL” (Seattle, 2014).

Austin Game Conference: “Demo Team Secrets: The Next Generation” (Austin, 2005).

Khronos Developer University: “Harnessing the Power of OpenGL ES Hardware Acceleration” (Austin, 2005), “Advanced OpenGL ES Rendering” (San Francsico, 2005).

ATI Developer Day: “OpenGL ES 2.0: Technical Overview” (San Francisco, 2005).

WPI CS Colloquium: “Inside ATI’s Real-time 3D Graphics Demos”. Co-presentor, (Worcester, MA, 2005)

Technical Reviewer

WebGL Beginners Guide WebGL Beginners Guide - Diego Cantor and Brandon Jones, PACKT Publishing, June 2012.