Efficient BVH Construction via Approximate Agglomerative Clustering. - Yan Gu 001; Yong He 013; Kayvon Fatahalian; Guy E. Blelloch (High Performance Graphics, 2013)

Cascading A*: a Parallel Approach to Approximate Heuristic Search. - Yan Gu 001; Yihan Sun 001; Yong He 013 (CoRR, 2014)

Extending the graphics pipeline with adaptive, multi-rate shading. - Yong He 013; Yan Gu 001; Kayvon Fatahalian (ACM Trans. Graph., 2014)

Decoupled coverage anti-aliasing. - Yuxiang Wang; Chris Wyman; Yong He 013; Pradeep Sen (High Performance Graphics, 2015)

Ray Specialized Contraction on Bounding Volume Hierarchies. - Yan Gu 001; Yong He 013; Guy E. Blelloch (Comput. Graph. Forum, 2015)

A system for rapid, automatic shader level-of-detail. - Yong He 013; Theresa Foley; Natalya Tatarchuk; Kayvon Fatahalian (ACM Trans. Graph., 2015)

A system for rapid exploration of shader optimization choices. - Yong He 013; Theresa Foley; Kayvon Fatahalian (ACM Trans. Graph., 2016)

Shader components: modular and high performance shader development. - Yong He 013; Theresa Foley; Teguh Hofstee; Haomin Long; Kayvon Fatahalian (ACM Trans. Graph., 2017)

Slang: language mechanisms for extensible real-time shading systems. - Yong He 013; Kayvon Fatahalian; Theresa Foley (ACM Trans. Graph., 2018)

Slang - A Shader Compilation System for Extensible, Real-Time Shading. - Yong He 013 (2021)