- GPU Pro 3 : Section V : Chapter 1 : Z3 Culling
- GPU Pro 3 : Section V : Chapter 2 : A Quaternion Based Rendering Pipeline
- GPU Pro 3 : Section V : Chapter 4 : Designing a Data Driven Renderer
- GPU Pro 5 : Section V : Chapter 1 : Quaternions Revisited
- GPU Pro 5 : Section V : Chapter 3 : Managing Transformations in Hierarchy
- Direct3D Rendering Cookbook : Chapter 9 : Rendering on Multiple Threads and Deferred Contexts
- Game Programming Gems 8 : Section 4 : Domain-Specific Languages in Game Engines
- Game Programming Gems 8 : Section 4 : Efficient and Scalable Multi-Core Programming
- Shader X6 : Section 8 : Chapter 1 : A Flexible Material System in Design
- Shader X6 : Section 8 : Chapter 2 : 3D Engine Tools with C++
- Shader X7 : Section VIII : Chapter 1 : Cross-platform rendering thread : design and implementation
- Shader X7 : Section VIII : Chapter 3 : Automatic load balancing shader framework
- Shader X7 : Section VIII : Chapter 4 : Game Engine friendly occlusion culling
- Shader X7 : Section II : Chapter 1 : Quick Noise for GPUs
- 3D Engine Design for Virtual Globes : Chapter 6 : Depth Buffer Precision
- GPU Pro : Section III : Chapter 1 : Quadtree Displacement Mapping with Height Blending
- GPU Pro 4 : Section VI : Chapter 1 : Bit-Trail Traversal for Stackless LBVH on DirectCompute
- GPU Pro 5 : Section VI : Chapter 3 : Quadtrees on the GPU
- 3D Game Programming with DX11 : Chapter 15 : Instancing and Frustum Culling
- Real Time Rendering : Chapter 14 : Acceleration Algorithms
- Advanced 3D Game Programming with DX9 : Chapter 11 : Scene Management
- Real-Time Collision Detection : Chapter 6 : Bounding Volume Hierarchies
- Real-Time Collision Detection : Chapter 7 : Spatial Partitioning
- Real-Time Collision Detection : Chapter 8 : BSP Tree Hierarchies
- Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU
- Shader X6 : Section 2 : Chapter 8 : Efficient and Practical TileTrees
- 3D Engine Design for Virtual Globes : Chapter 14 : Chunked LOD
- Shader X6 : Section 1 : Geometry Manipulation
- Shader X7 : Section I : Chapter 5 : Fast Tessellation of Quad Patches for Dynamic LoD
- Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU
- GPU Pro 2 : Section II : Chapter 3 : Large Scale Terrain Rendering for Outdoor Games
- GPU Pro 3 : Section I : Chapter 2 : RT Deformable Terrain Rendering with DX11
- GPU Pro 4 : Section I : Chapter 1 : GPU Terrain Subdivision and Tessellation
- 3D Engine Design for Virtual Globes : Chapter 12 : Massive-Terrain Rendering
- 3D Engine Design for Virtual Globes : Chapter 13 : Geometry Clipmapping
- Advanced 3D Game Programming with DX9 : Chapter 9 : Advanced 3D Programming
- GPU Gems 3 : Section I : Chapter 1 : Generating Complex Procedural Terrains using the GPU
- Shader X6 : Section 1 : Chapter 1 : Fast Evaluation of Subdivision Surfaces
- Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU
- Shader X6 : Section 2 : Chapter 7 : Practical Geometry Clipmaps for Rendering Terrains
- Shader X7 : Section I : Chapter 2 : Fast High Quality Rendering with RT Tesselation on GPUs
- Shader X7 : Section I : Chapter 3 : Dynamic Terrain Rendering on GPUs using RT Tesselation
- GPU Pro 3 : Section II : Chapter 2 : Approx to the Chapman Grazing Incidence Function
- GPU Pro 5 : Section II : Chapter 2 : High Performance Outdoor Light Scattering Using Epipolar Sampling
- Shader X7 : Section V : Chapter 3 : Advanced Geometry for Complex Sky Representation
- GPU Pro : Section V : Chapter 6 : RT Screen Space Cloud Lighting
- Shader X7 : Section V : Chapter 1 : Dynamic Weather Effects
- Shader X7 : Section V : Chapter 3 : Advanced Geometry for Complex Sky Representation
- GPU Pro 2 : Section I : Chapter 3 : Procedural Content Generation on the GPU
- GPU Gems 3 : Section I : Chapter 4 : SpeedTree Rendering
- GPU Pro 5 : Section III : Chapter 1 : Screen Space Grass
- GPU Pro 2 : Section I : Chapter 1 : Terrain and Ocean Rendering with Hardware Tessellation
- GPU Pro 2 : Section V : Chapter 3 : Shader-Based Water Effects
- GPU Pro 2 : Section VII : Chapter 3 : Simple and Fast Fluids
- GPU Pro 3 : Section II : Chapter 3 : Volumetric RT Water and Foam Rendering
- GPU Pro 5 : Section I : Chapter 4 : Simple Rasterization Based Liquids
- Shader X6 : Section 5 : Chapter 3 : Procedural Ocean Effects
- Shader X7 : Section V : Chapter 2 : Interactive Hydraulic Erosion on the GPU
-
Direct3D Rendering Cookbook : Chapter 8 : Incorporating Physics and Simulations
-
Game Programming Gems 8 : Section 2 : Physics and Animation
-
Shader X7 : Section IX : Chapter 1 : Memory and Computation Efficient Data Structure ofr Particle Based Simulation on the GPU
-
Physics API:
-
PHYSX:
- Game Programming Gems 8 : Section 7 : PhysX GPU Rigid Bodies in Batman Arkham Asylum
- Game Programming Gems 8 : Section 7 : Fast GPU Fluid Simulation in PhysX
- Learning Physics Modeling with PhysX
-
JSBSIM:
- JSBSim Reference Manual
-
HAVOK:
-
-
Fluids:
-
GPU Gems 3 : Section V : Chapter 30 : RT Simulation and Rendering of 3D Fluids
-
Explosions:
-
Collision Detection:
- GPU Pro : Section X : Chapter 4 : Spatial Binning on the GPU
- GPU Pro : Section X : Chapter 5 : RT Interaction between Particles and the Dynamic Mesh on the GPU
- GPU Pro 5 : Section VI : Chapter 4 : Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
- Real Time Rendering : Chapter 17 : Collision Detection
- Game Engine Architecture : Chapter 12 : Collision and Rigid Body Dynamics
- Real-Time Collision Detection : Chapter 10 : GPU Assisted Collision Detection
- GPU Gems 3 : Section V : Chapter 29 : RT Rigid Body Simulation on GPUs