- Broad phase collision detection with CUDA
- Thinking parallel, Collision detection on the GPU
- Performance optimization, SIMD and Cache
- Dirk Gregorious - Contacts
- Dirk Gregorious - SAT
- Erin Catto - Understanding Constraints
- Erin Catto - Sequential impulses
- Tonge - Solving rigid body contacts
- Fix your timestep
- deWiTTERS game loop
- Stylized volume VFX: Pokemon Rapidash
- Does subgroup/wave size matter?
- The quest for Very Wide Outlines
- Raytracing acceleration structures
- Light propagation volumes
- ReSTIR - Theory and basic implementation
- Kajiya GI