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Swish: Neural Network Cloth Simulation on Madden NFL 21
First shipped game neural cloth system predicting jersey deformations and normal-map details from skeleton pose at real-time rates in Madden NFL 21.
Abstract
This work presents Swish, a real-time machine-learning based cloth simulation technique for games. Swish was used to generate realistic cloth deformation and wrinkles for NFL player jerseys in Madden NFL 21. To our knowledge, this is the first neural cloth simulation featured in a shipped game. This technique allows accurate high-resolution simulation for tight clothing, which is a case where traditional real-time cloth simulations often achieve poor results. We represent cloth detail using both mesh deformations and a database of normal maps, and train a simple neural network to predict cloth shape from the pose of a character’s skeleton. We share implementation and performance details that will be useful to other practitioners seeking to introduce machine learning into their real-time character pipelines.
How to read this
- Category
- Method / production: real-time neural cloth for games
- Contributions
- A neural network predicting cloth shape from a character's skeleton pose at real-time rates, shipped in Madden NFL 21
- Represents detail with both mesh deformations and a database of normal maps to capture high-resolution wrinkles
- Shares implementation and performance details for introducing ML into real-time character pipelines, targeting tight clothing where traditional real-time cloth struggles
- Context
- Builds on learning-based clothing animation for virtual try-on (Santesteban et al.) and adapts it to a shipped real-time game setting, billed as the first neural cloth simulation in a shipped game.Builds on: Learning-Based Animation of Clothing for Virtual Try-On
- Correctness
- Demonstrated on NFL player jerseys (tight clothing driven by skeleton pose), so results are validated in that domain; the pose-to-shape mapping and normal-map database are tailored to that case, and generalization to loose or free-flowing garments is not the target.
- Clarity
- Practitioner-oriented and accessible; a first pass conveys the architecture and the mesh-plus-normal-map representation.
- How to read it
- First pass for the representation and shipping constraints; revisit the implementation and performance section if you are building a real-time character ML pipeline of your own.
Builds on
Built upon by
Nothing yet.
Related work
- Stable Spaces for Real-time Clothing 2010 / SIGGRAPH
- GarMatNet: A Learning-Based Method for Predicting 3D Garment Mesh with Parameterized Materials 2021 / MIG
- PBNS: Physically Based Neural Simulation for Unsupervised Garment Pose Space Deformation 2021 / SIGGRAPH Asia
- Implementing a Machine Learning Deformer for CG Crowds: Our Journey 2024 / DigiPro
Keywords
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