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
|
|