Efficient depth peeling via bucket sort. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (High Performance Graphics, 2009)

Bucket depth peeling. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (SIGGRAPH Talks, 2009)

Single pass depth peeling via CUDA rasterizer. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (SIGGRAPH Talks, 2009)

CUDA renderer: a programmable graphics pipeline. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (SIGGRAPH ASIA Sketches, 2009)

Multi-Fragment Effects on the GPU Using Bucket Sort. - Meng-Cheng Huang; Fang Liu; Xuehui Liu; Enhua Wu (GPU Pro, 2010)

FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (SI3D, 2010)

Fast soft shadow by depth peeling. - Xuehui Liu; Xiaoguang Hao; Meng-Cheng Huang; Fang Liu; Mingquan Zhou; Hanqiu Sun; Enhua Wu (SIGGRAPH Posters, 2010)

Stroke extraction in cartoon images using edge-enhanced isotropic nonlinear filter. - Meng-Cheng Huang; Meng Yang 011; Fang Liu; Enhua Wu (VRCAI, 2010)

Coherent depth test scheme in FreePipe. - Fang Liu; Meng-Cheng Huang; Xuehui Liu; Enhua Wu (VRCAI, 2010)

Physically-based animation for realistic interactions between tree branches and raindrops. - Meng Yang 011; Meng-Cheng Huang; Gang Yang 007; Enhua Wu (VRST, 2010)

A GPU-based matting Laplacian solver for high resolution image matting. - Meng-Cheng Huang; Fang Liu; Enhua Wu (Vis. Comput., 2010)

Physically-Based Tree Animation and Leaf Deformation Using CUDA in Real-Time. - Meng Yang 011; Meng-Cheng Huang; Enhua Wu (Trans. Edutainment, 2011)