Shape space from deformation. - Ho-Lun Cheng; Herbert Edelsbrunner; Ping Fu (Comput. Geom., 2001)

Dynamic Skin Triangulation. - Ho-Lun Cheng; Tamal K. Dey; Herbert Edelsbrunner; John Sullivan (Discret. Comput. Geom., 2001)

Algorithms for Smooth and Deformable Surfaces in Three Dimensions - Ho-Lun Cheng (2002)

Area and Perimeter Derivatives of a Union of Disks. - Ho-Lun Cheng; Herbert Edelsbrunner (Computer Science in Perspective, 2003)

Area, perimeter and derivatives of a skin curve. - Ho-Lun Cheng; Herbert Edelsbrunner (Comput. Geom., 2003)

Subdividing Alpha Complex. - Ho-Lun Cheng; Tony Tan (FSTTCS, 2004)

Superimposing Voronoi Complexes for Shape Deformation. - Chao Chen; Ho-Lun Cheng (ISAAC, 2004)

Guaranteed Quality Triangulation of Molecular Skin Surfaces. - Ho-Lun Cheng; Xinwei Shi (IEEE Visualization, 2004)

Approximating Polygonal Objects by Deformable Smooth Surfaces. - Ho-Lun Cheng; Tony Tan (MFCS, 2005)

Multi-level Free-space Dilation for Sampling narrow Passages in PRM Planning. - David Hsu; Gildardo Sánchez-Ante; Ho-Lun Cheng; Jean-Claude Latombe (ICRA, 2006)

Quality Tetrahedral Mesh Generation for Macromolecules. - Ho-Lun Cheng; Xinwei Shi (ISAAC, 2006)

Superimposing Voronoi Complexes for Shape Deformation. - Chao Chen 012; Ho-Lun Cheng (Int. J. Comput. Geom. Appl., 2006)

Personality-based Adaptation for Teamwork in Game Agents. - Chek Tien Tan; Ho-Lun Cheng (AIIDE, 2007)

TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games. - Chek Tien Tan; Ho-Lun Cheng (AIIDE, 2008)

A combined tactical and strategic hierarchical learning framework in multi-agent games. - Chek Tien Tan; Ho-Lun Cheng (Sandbox@SIGGRAPH, 2008)

Approximating polyhedral objects with deformable smooth surfaces. - Ho-Lun Cheng; Tony Tan (Comput. Geom., 2008)

IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games. - Chek Tien Tan; Ho-Lun Cheng (AIIDE, 2009)

Quality mesh generation for molecular skin surfaces using restricted union of balls. - Ho-Lun Cheng; Xinwei Shi (Comput. Geom., 2009)

An Automated Model-Based Adaptive Architecture in Modern Games. - Chek Tien Tan; Ho-Lun Cheng (AIIDE, 2010)

Local Modification of Skin Surface Mesh: Towards Free-Form Skin Surface Deformation. - Ke Yan 001; Ho-Lun Cheng (CGGA, 2010)

Mesh Deformation of Dynamic Smooth Manifolds with Surface Correspondences. - Ho-Lun Cheng; Ke Yan 001 (MFCS, 2010)

Towards automated pose invariant 3D dental biometrics. - Xin Zhong; Deping Yu; Kelvin W. C. Foong; Terence Sim; Yoke San Wong; Ho-Lun Cheng (IJCB, 2011)

Tactical Agent Personality. - Chek Tien Tan; Ho-Lun Cheng (Int. J. Comput. Games Technol., 2011)

On Simplifying Deformation of Smooth Manifolds Defined by Large Weighted Point Sets. - Ke Yan 001; Ho-Lun Cheng (TJJCCGG, 2012)

3D dental biometrics: Alignment and matching of dental casts for human identification. - Xin Zhong; Deping Yu; Yoke San Wong; Terence Sim; Wen Feng Lu; Kelvin Weng Chiong Foong; Ho-Lun Cheng (Comput. Ind., 2013)

Representing implicit surfaces satisfying Lipschitz conditions by 4-dimensional point sets. - Ke Yan 001; Ho-Lun Cheng; Jing Huang 005 (Appl. Math. Comput., 2019)