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    Position-based Methods for the Simulation of Solid Objects in Computer Graphics
    (The Eurographics Association, 2013) Bender, Jan; Müller, Matthias; Otaduy, Miguel A.; Teschner, Matthias; M. Sbert and L. Szirmay-Kalos
    The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, unconditionally stable and controllable which make them well-suited for the use in interactive environments. Position-based methods are not as accurate as force based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies. This state of the art report covers the large variety of position-based methods that were developed in the field of deformable solids. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven approaches. Furthermore, we will present several applications for these methods.
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    Scalable Realistic Rendering with Many-Light Methods
    (The Eurographics Association, 2013) Dachsbacher, Carsten; Krivánek, Jaroslav; Hasan, Milos; Arbree, Adam; Walter, Bruce; Novák, Jan; M. Sbert and L. Szirmay-Kalos
    Recent years have seen increasing attention and significant progress in many-light rendering, a class of methods for the efficient computation of global illumination. The many-light formulation offers a unified mathematical framework for the problem reducing the full lighting transport simulation to the calculation of the direct illumination from many virtual light sources. These methods are unrivaled in their scalability: they are able to produce artifact-free images in a fraction of a second but also converge to the full solution over time. In this state-of-the-art report, we have three goals: give an easy-to-follow, introductory tutorial of many-light theory; provide a comprehensive, unified survey of the topic with a comparison of the main algorithms; and present a vision to motivate and guide future research. We will cover both the fundamental concepts as well as improvements, extensions, and applications of many-light rendering.