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Stable Spaces for Real-time Clothing

Edilson de Aguiar, Leonid Sigal, Adrien Treuille, Jessica K. Hodgins

SIGGRAPHDisney Research18 descendantsCFXML Deformation

Data-driven conditional cloth model learned from simulation that enables real-time animation of thousands of garments with approximate collision resolution.

Abstract

We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along with folding details. Our approach requires no a priori physical model, but rather treats training data as a "black box." We show that the models learned with our method are stable over large time-steps and can approximately resolve cloth-body collisions. We also show that within a class of methods, no simpler model covers the full range of cloth dynamics captured by ours. Our method bridges the current gap between skinning and physical simulation, combining benefits of speed from the former with dynamic effects from the latter. We demonstrate our approach on a variety of apparel worn by male and female human characters performing a varied set of motions typically used in video games ( e.g. , walking, running, jumping, etc. ).

How to read this

Category
Method: a data-driven (learned) clothing model
Contributions
  • A simple conditional model learned from simulation data that animates thousands of detailed garments in real time
  • Stability over large time-steps with approximate cloth-body collision resolution and no a priori physical model
  • Bridging skinning and physical simulation, combining skinning speed with simulation-like dynamic folding detail
Context
Positions itself between skinning and physical cloth simulation, treating simulation training data as a black box to learn a conditional dynamic model.
Correctness
Demonstrated on apparel for male and female human characters doing game-typical motions (walking, running, jumping); collisions are only approximately resolved, and the model is conditioned on its training distribution, so behavior outside that motion class is a fair concern.
Clarity
Accessible; the abstract frames the idea plainly, and a first pass conveys the skinning-vs-simulation bridge, with a second pass for the conditional-model details.
How to read it
Read for the conceptual placement between skinning and simulation and the stability claims; a second pass pays off if you need the learning setup and how collisions are approximated.

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