·Beibei Wang, Nicolas Holzschuch. Point-Based Rendering for Participating Media with Refractive Boundaries.TVCG 2018, To Appear.SCI. (CCF A类期刊)
·Xiang Xu, Beibei Wang(共同一作), Lu Wang, Xu Yanning, Tamy Boubekeur. Vectorized Point based Global Illumination on Intel MIC Architecture.Vol.70,2018.pp.206-213 Computer & Graphics.SCI. (CCF C类期刊)
·Beibei Wang, Nicolas Holzschuch.Precomputed Multiple Scattering for Light Simulation in Participating Medium.Siggraph 2017 Talk, Jul 2017, Los Angeles, United States.
·Huw Bowles, Daniel Zimmermann, Gioacchino Noris,Beibei Wang.Crest: Novel Ocean Rendering Techniques in an Open Source Framework.Siggraph 2017 Advances in Real-Time Rendering in Games, Jul 2017, Los angeles, United States.
·Beibei Wang, Jean-Dominique Gascuel, Nicolas Holzschuch, Point-Based Light Transport for Participating Media with Refractive Boundaries.EGSR 2016.(CCF B类会议)
·Beibei Wang, How Bowles.A Robust and Flexible Real-Time Sparkle Effect. EGSR 2016. (CCF B类会议)
·Beibei Wang, Xiangxu Meng, Tamy Boubekeur.Wavelet Point-Based Global Illumination. ComputerGraphics Forum vol.34.4(2015),pp.143-154(EGSR 2015) 2015.06.SCI.(CCF B类期刊)
·Beibei Wang, Jing Huang, Bert Buchholz, Xiangxu Meng and Tamy Boubekeur. Factorized Point-Based Global Illumination. Computer Graphics Forum, vol.32.4(2013), pp.117-123 (EGSR 2013) 2013.06.SCI.(CCF B类期刊)
·How Bowles,Beibei Wang.Sparkly but not too sparkly! Anti-aliasing a procedural sparkle effect. Siggraph 2015 Advances in Real-time Course,2015.08