This library [initially] used some [piece of] implementations (may include codes) from these open source projects/resources: 1. Initial Affine Transforms The original glm repo (g-truc), url: https://github.com/g-truc/glm LICENSE[S]: The Happy Bunny License (Modified MIT License) The MIT License Copyright (c) 2005 - 2016 G-Truc Creation FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt 2. Initial Quaternions Anton's OpenGL 4 Tutorials book source code: LICENSE: OpenGL 4 Example Code. Accompanies written series "Anton's OpenGL 4 Tutorials" Email: anton at antongerdelan dot net First version 27 Jan 2014 Copyright Dr Anton Gerdelan, Trinity College Dublin, Ireland. 3. Euler Angles David Eberly Geometric Tools, LLC http://www.geometrictools.com/ Copyright (c) 1998-2016. All Rights Reserved. Computing Euler angles from a rotation matrix (euler.pdf) Gregory G. Slabaugh 4. Extracting Planes Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix Authors: Gil Gribb (ggribb@ravensoft.com) Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de) 5. Transform AABB Transform Axis Aligned Bounding Boxes: http://dev.theomader.com/transform-bounding-boxes/ https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c 6. Cull frustum http://www.txutxi.com/?p=584 http://old.cescg.org/CESCG-2002/DSykoraJJelinek/ 7. Quaternions Initial mat4_quat is borrowed from Apple's simd library 8. Vector Rotation using Quaternion https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion 9. Sphere AABB intersect https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c 10. Horizontal add https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86 11. de casteljau implementation and comments https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164 https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier 12. vec2 cross product http://allenchou.net/2013/07/cross-product-of-2d-vectors/ 13. Ray triangle intersect Möller–Trumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection" Authors: Thomas Möller (tompa@clarus.se) Ben Trumbore (wbt@graphics.cornell.edu) Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf