@INPROCEEDINGS{bressler06efficient,
  author = {Helmut Bressler and Roland Landertshamer and Christoph Anthes and
	Jens Volkert},
  title = {An Efficient Physics Engine for Virtual Worlds},
  booktitle = {medi@terra '06},
  year = {2006},
  pages = {152--158},
  address = {Athens, Greece},
  month = {October},
  abstract = {Modern games try to become more interactive and realistic. For this
	reason physics engines are used to create more compelling and vivid
	game experiences. 3D collision tests and collision response are expensive
	to compute and have to be performed constantly to guarantee a accurate
	simulation. Depending on the application domain it is possible to
	perform a collision test in two-dimensional space and calculate and
	display the state of the simulated world in three dimensional space.
	For a mapping between 2D and 3D space height maps and collision maps
	are needed. This paper describes how to create such an efficient
	physics simulation for a 3D environment.}
}
