Order of Pixel Traversal and Parallel Volume Ray-tracing on the Distributed Shared Volume Buffer. - Hansong Zhang 001; Shenquan Liu (Visualization in Scientific Computing, 1995)

Pattern generation with color map gouraud shading. - Hansong Zhang 001 (Comput. Graph., 1996)

Accelerated Occlusion Culling using Shadow Frusta. - Thomas C. Hudson; Dinesh Manocha; Jonathan D. Cohen 001; Ming C. Lin; Kenneth E. Hoff III; Hansong Zhang 001 (SCG, 1997)

Efficient Radiosity Rendering Using Textures and Bicubic Reconstruction. - Rui Bastos; Michael Goslin; Hansong Zhang 001 (SI3D, 1997)

Accelerated Walkthrough of Large Spline Models. - Subodh Kumar 001; Dinesh Manocha; Hansong Zhang 001; Kenneth E. Hoff III (SI3D, 1997)

Fast Backface Culling Using Normal Masks. - Hansong Zhang 001; Kenneth E. Hoff III (SI3D, 1997)

Visibility culling using hierarchical occlusion maps. - Hansong Zhang 001; Dinesh Manocha; Tom Hudson; Kenneth E. Hoff III (SIGGRAPH, 1997)

Forward Shadow Mapping. - Hansong Zhang 001 (Rendering Techniques, 1998)

MMR: an interactive massive model rendering system using geometric and image-based acceleration. - Daniel G. Aliaga; Jonathan D. Cohen 001; Andrew T. Wilson; Eric Baker; Hansong Zhang 001; Carl Erikson; Kenneth E. Hoff III; Thomas C. Hudson; Wolfgang Stürzlinger; Rui Bastos; Mary C. Whitton; Frederick P. Brooks Jr.; et al. (SI3D, 1999)

A Derivation of Image-Based Rendering for Conventional Three-Dimensional Graphics. - Hansong Zhang 001 (J. Graphics, GPU, & Game Tools, 1999)