COLLISION

A simple SAH BVH build

http://psgraphics.blogspot.jp/2016/03/a-simple-sah-bvh-build.html

New simple ray-box test from Andrew Kensler

http://psgraphics.blogspot.jp/2016/02/new-simple-ray-box-test-from-andrew.html

"Memory Optimization" Christer Ericson. GDC2003

http://realtimecollisiondetection.net/pubs/GDC03_Ericson_Memory_Optimization.ppt

"Fast Projected Area Computation for 3D Bounding Boxes

http://t.co/AjGgPoqfmo

Improved Auto Convex Collision ( アンリアルエンジンの凸包形状のライブラリが HACD から V-HACD に変更 )

https://forums.unrealengine.com/showthread.php?65376-Engine-Features-Preview-4-02-2015 V-HACD : https://code.google.com/p/v-hacd/

Contact generation for meshes

http://www.codercorner.com/MeshContacts.pdf

Zero Byte BVH (ゼロバイトの BVH)

http://www.codercorner.com/ZeroByteBVH.pdf

Collision detection (part 2)

http://0fps.net/2015/01/18/collision-detection-part-2/ Short Japanese memo 衝突判定に関する解説記事です.

Thinking Parallel, Part I: Collision Detection on the GPU

http://devblogs.nvidia.com/parallelforall/thinking-parallel-part-i-collision-detection-gpu/

"A BEAUTIFUL RAY/TRIANGLE INTERSECTION METHOD"

http://tavianator.com/2014/05/a-beautiful-raytriangle-intersection-method/ Möller–Trumbore intersection algorithm https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm

Two interactive explanations of a 2d visibility algorithm via jj‏@all2one

Two interactive explanations of a 2d visibility algorithm via jj‏@all2one http://www.redblobgames.com/articles/visibility/ http://ncase.github.io/sight-and-light/ Memo in Japanese 2D の可視性のアルゴリズムのデモです.

Link collection of visibility culling in games

In games "Culling the BattleField" GDC 2011 http://dice.se/wp-content/uploads/CullingTheBattlefield.pdf "Practical Occlusion Culling in Killzone 3" SIGGRAPH 2011 http://www.slideshare.net/guerrillagames/practical-occlusion-culling-in-killz…