You can find the tutorials here.

Sources:

[BARAFF]David Baraff
  • {Differential equations, derivations, collision}
    Physically Based Modeling – SIGGRAPH '99 Course Notes
[BULLET]
[EISERLOH] Brian “Squirrel” Eiserloh
  • {Minkowski sum, relative positions and velocities, space-time}
    Motion and Collision – It's all Relative (at Current Materials, Slides)
[GINO] Gino van den Bergen
  • {GJK, Support map, separating axis, Minkowski sum}
    A Fast and Robust GJK Implementation for Collision Detection of Convex Objects
  • {continuous (linear) collision, ray-cast GJK}
    Ray Casting against General Convex Objects with Application to Continuous Collision Detection
  • {EPA, penetration}
    Proximity Queries and Penetration Depth Computation on 3D Game Objects
[HECKER] Chris Hecker
  • {Derivations, position, velocity, force, momentum}
    Physics The Next Frontier - GameDeveloper October/November 1996
  • {Angular momentum, angular velocity, orientation, moment of inertia, torque}
    Physics, Part 2: Angular Effects - GameDeveloper December 1996/January 1997
  • {Collision response, impulses, restitution}
    Physics, Part 3: Collision Response - GameDeveloper March 1997
  • {3D}
    Physics, Part 4: The third dimension - GameDeveloper June 1997
[HYPERPHYSICS]
  • {Moment of inertia}
    http://hyperphysics.phy-astr.gsu.edu/hbase/mi.html – Jan 22 2006
[MOLLY]
[PFIRTH]
  • {Minkowski sum, GJK, java applications}
    Minkowski difference
[SOFTSURFER]
  • {Barycentric coordinates, planes}
    About Planes and Distance of a Point to a Plane
[STANFORD] Eran Guendelman, Robert Bridson, Ronald Fedkiw
  • {World update, stacking, collision response}
    Nonconvex Rigid Bodies with Stacking - SIGGRAPH 2003