COLLISION
http://psgraphics.blogspot.jp/2016/03/a-simple-sah-bvh-build.html
http://psgraphics.blogspot.jp/2016/02/new-simple-ray-box-test-from-andrew.html
http://realtimecollisiondetection.net/pubs/GDC03_Ericson_Memory_Optimization.ppt
http://t.co/AjGgPoqfmo
https://forums.unrealengine.com/showthread.php?65376-Engine-Features-Preview-4-02-2015 V-HACD : https://code.google.com/p/v-hacd/
http://www.codercorner.com/MeshContacts.pdf
http://www.codercorner.com/ZeroByteBVH.pdf
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.
http://devblogs.nvidia.com/parallelforall/thinking-parallel-part-i-collision-detection-gpu/
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 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.
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…