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PhysicalSimulationState -> RenderSceneTransformSequence
Map rigid-body physics simulation keyframes from a physics engine to a high-fidelity rendering scene's object transforms.
Problem it solves
Fast physical collision calculations and photorealistic rendering must be decoupled but kept spatially synchronized.
Consumes
Emits
The real projects this mechanism was found in. Attribution is the point — this is how the best teams actually do it.