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Inverse Problems in Computer Graphics

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Creating and Animating the Virtual World

Part of the book series: Computer Animation Series ((3056))

Abstract

Most traditional computations in computer graphics can be posed as forward problems: given the value of x, compute the value of some function f(x). Increasingly, however, important computer graphics computations involve inverse problems: given the value of a function f(x), compute x. Inverse problems tend to be much more difficult than forward problems, and their solution requires methods which are unfamiliar to many computer graphics practitioners. An awareness of when they arise and how they can be solved is of substantial value in a wide variety of computer graphics applications.

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© 1992 Springer-Verlag Tokyo

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Kass, M. (1992). Inverse Problems in Computer Graphics. In: Thalmann, N.M., Thalmann, D. (eds) Creating and Animating the Virtual World. Computer Animation Series. Springer, Tokyo. https://doi.org/10.1007/978-4-431-68186-1_2

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  • DOI: https://doi.org/10.1007/978-4-431-68186-1_2

  • Publisher Name: Springer, Tokyo

  • Print ISBN: 978-4-431-68188-5

  • Online ISBN: 978-4-431-68186-1

  • eBook Packages: Springer Book Archive

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