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into modern game engines. A layered skin-simulation system is one such tech-
My hope is that these ideas find their way into future game engines. Without
a new approach to character deformations, the gulf between motion quality and
rendering fidelity will continue to widen. This is already a big issue with modern
games, so the race is on to find a solution.
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and Heung-Yeung Shum. “Large Mesh Deformation Using the Volumetric
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