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A Neural-Network-Based Approach for Loose-Fitting Clothing

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arxiv 2404.16896 v1 pith:66MSEVNF submitted 2024-04-25 cs.GR cs.LG

classification cs.GRcs.LG
keywords neuralnumericalorderskinningalgorithmclothingdataloose-fitting
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Since loose-fitting clothing contains dynamic modes that have proven to be difficult to predict via neural networks, we first illustrate how to coarsely approximate these modes with a real-time numerical algorithm specifically designed to mimic the most important ballistic features of a classical numerical simulation. Although there is some flexibility in the choice of the numerical algorithm used as a proxy for full simulation, it is essential that the stability and accuracy be independent from any time step restriction or similar requirements in order to facilitate real-time performance. In order to reduce the number of degrees of freedom that require approximations to their dynamics, we simulate rigid frames and use skinning to reconstruct a rough approximation to a desirable mesh; as one might expect, neural-network-based skinning seems to perform better than linear blend skinning in this scenario. Improved high frequency deformations are subsequently added to the skinned mesh via a quasistatic neural network (QNN). In contrast to recurrent neural networks that require a plethora of training data in order to adequately generalize to new examples, QNNs perform well with significantly less training data.

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Forward citations

Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Neural Robot Dynamics

    cs.RO 2025-08 conditional novelty 7.0 of 10

    Neural dynamics models trained on random simulator data act as a general robot physics backend, supporting policy learning and real-world fine-tuning with stable long-horizon prediction.

  2. Advances in 4D Representation: Geometry, Motion, and Interaction

    cs.CV 2025-10 conditional novelty 4.0 of 10

    A representation-centric survey of 4D generation and reconstruction, organized by geometry, motion, and interaction, with qualitative trade-off comparisons across seven representation families.

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