(haven't read the article/paper yet but...)
I wonder how this works compared to the games industry standard using inverse kinematics?
edit: looks like this paper is dedicated to the motion capture side of animations, rather than comparing/blending with procedural generation techniques.
The output is probably something similar to a normal map. Can the deformation be handled efficiently on the GPU using a geometry shader?
Hopefully in a few years we won't have aberrations like parts of a body colliding with another. This is also a frequent issue with boats in game.