References
- NVIDIA Apex https://developer.nvidia.com/apex
- Havok Physics Engine. http://www.havok.com
- Bullet Physics. http://www.bulletphysics.com
- M. Muller, B. Heidelberger, M. Hennix, J. Ratcliff, Position Based Dynamics, J. Vis. Commun. (2007), vol 18, issue 2, pages 109-118, (Journal version)
- M. Muller, T. Y. Kim, N. Chentanez, Fast Simulation of Inextensible Hair and Fur, in Proceedings of Virtual Reality Interactions and Physical Simulations(VRIPhys)
- T. Y. Kim, N. Chentanez, M. Müller, Long Range Attachments- A Method to Simulate Inextensible Clothing in Computer Games, in Proceedings of ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), 2012
- Interactive Fluid-Particle Simulation using Translating Eulerian Grids. Jonathan M. Cohen, Sarah Tariq, and Simon Green. Interactive 3D Graphics and Games(I3D) 2010.
- N. Chentanez, M. Muller, Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid, ACM Transactions on Graphics(SIGGRAPH 2011), 30(4)
- Macklin, M. Muller, Position Based Fluids, ACM Transactions on Graphics(SIGGRAPH 2013), 32(4)
- M. Muller, N. Chentanez, T. Y. Kim, Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions, ACM Transactions on Graphics(SIGGRAPH 2013), 32(4)
- J. Bender, M. Muller, M. A. Otaduy, M. Teschner, Position-based Methods for the Simulation of Solid Objects in Computer Graphics, in EUROGRAPHICS 2013 State of the Art Report
- R. Tonge, F. Benevolenski, and A. Voroshilov, Mass splitting for jitter-free parallel rigid body simulation. ACM Trans. Graph. 2012, 31, 4(July), 105:1-105:8.
- NVIDIA GTX680 Kepler Whitepaper, http://www.geforce.com/Active/en_US/en_US/pdf/GeForce-GTX-680-Whitepaper-FINAL.pdf