- Mass Point Physics on GPU
- Sweep and Prune Algorithm on Y-Axis (Collision Detection)
- Impulse-based Physics
- Mesh-based Particles
- Real-Time Rigid Body Simulation on GPUs, GPU Gems 3 Ch. 29
- ゲーム制作者のための物理シミュレーション 剛体編
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- Liu, F., Harada, T., Lee, Y., & Kim, Y. J. (2010). Real-time collision culling of a million bodies on graphics processing units. ACM Transactions on Graphics, 29(6), 1. doi:10.1145/1882261.1866180
- Tonge, R. (2013). Iterative Rigid Body Solvers. Game Developers Conference.