Real-Time Rendering - Object/Object Intersection
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Description
Eric Haines' companion reference on realtimerendering.com. A matrix grid lists static and dynamic intersection tests between primitives such as rays, spheres, triangles, AABBs, OBBs, capsules, cylinders, cones, and convex polyhedra, with pointers to papers, Graphics Gems entries, journal articles, Shadertoy demos, and book sections.
The static table covers ray and plane tests against many shapes plus sphere, triangle, AABB, frustum, and polyhedron pairings. The dynamic section covers linear motion with Minkowski sums, separating axes, shaft tests, and contact-point resources. Definitions clarify capsules, boolean versus location tests, and historical ordering of references (newest entries are usually best).
Intermediate engine programmers and ray-tracer authors use it when picking algorithms or tracing primary literature. It complements Christer Ericson's Real-Time Collision Detection and David Eberly's Geometric Tools documentation rather than replacing them.
Last updated January 2025, free online, and cross-linked with the RTR bibliography and Ray Tracing Resources page. Maintained alongside the Real-Time Rendering book series by Haines and the RTR4 author team.
Well maintained as the de facto public index for game and graphics intersection literature tied to the Real-Time Rendering book series.