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Efficiently Building a Matrix to Rotate One Vector to Another.

, and . J. Graphics, GPU, & Game Tools, 4 (4): 1-4 (1999)

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A Fast Triangle-Triangle Intersection Test.. J. Graphics, GPU, & Game Tools, 2 (2): 25-30 (1997)Optimized View Frustum Culling Algorithms for Bounding Boxes., and . J. Graphics, GPU, & Game Tools, 5 (1): 9-22 (2000)Efficiently Building a Matrix to Rotate One Vector to Another., and . J. Graphics, GPU, & Game Tools, 4 (4): 1-4 (1999)Fast, Minimum Storage Ray-Triangle Intersection., and . J. Graphics, GPU, & Game Tools, 2 (1): 21-28 (1997)Fast Bitmap stretching.. Graphics Gems III, Academic Press, (1992)Building an Orthonormal Basis from a Unit Vector., and . J. Graphics, GPU, & Game Tools, 4 (4): 33-35 (1999)Bounding Volume Hierarchies of Slab Cut Balls., and . Comput. Graph. Forum, 28 (8): 2379-2395 (2009)Editor's Note.. J. Graphics, GPU, & Game Tools, 8 (1): 1 (2003)Fast 3D Triangle-Box Overlap Testing.. J. Graphics, GPU, & Game Tools, 6 (1): 29-33 (2001)A dynamic bounding volume hierarchy for generalized collision detection., and . Comput. Graph., 30 (3): 450-459 (2006)