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N-Cloth: Predicting 3D Cloth Deformation with Mesh-Based Networks

Yudi Li, Min Tang, Yun Yang, Zi Huang, Ruofeng Tong, Shuangcai Yang, Yao Li, Dinesh Manocha

CGFAcademic28 citesCFXML Deformation

Graph convolution on arbitrary-topology cloth and obstacle meshes predicts plausible 3D cloth deformation at 30-45 fps for up to 100K triangles.

Abstract

We present a novel mesh‐based learning approach (N‐Cloth) for plausible 3D cloth deformation prediction. Our approach is general and can handle cloth or obstacles represented by triangle meshes with arbitrary topologies. We use graph convolution to transform the cloth and object meshes into a latent space to reduce the non‐linearity in the mesh space. Our network can predict the target 3D cloth mesh deformation based on the initial state of the cloth mesh template and the target obstacle mesh. Our approach can handle complex cloth meshes with up to 100K triangles and scenes with various objects corresponding to SMPL humans, non‐SMPL humans or rigid bodies. In practice, our approach can be used to generate plausible cloth simulation at 30, 45 fps on an NVIDIA GeForce RTX 3090 GPU. We highlight its benefits over prior learning‐based methods and physically‐based cloth simulators.

How to read this

Category
Method: mesh-based neural cloth deformation predictor
Contributions
  • Graph-convolution network that maps arbitrary-topology cloth and obstacle meshes into a latent space to reduce mesh-space non-linearity
  • Predicts target 3D cloth deformation from the cloth template's initial state and the target obstacle mesh
  • Handles complex cloth (up to 100K triangles) and SMPL/non-SMPL humans and rigid bodies at interactive rates (30 to 45 fps on an RTX 3090)
Context
Sits among learning-based cloth methods such as Bertiche et al. Neural Cloth Simulation (2022), differentiating by handling arbitrary mesh topologies via graph convolution.Builds on: Neural Cloth Simulation
Correctness
Claims plausible deformation and benefits over prior learning-based methods and physically-based simulators on the tested cloth and obstacle meshes; results are plausible predictions, not guaranteed physically accurate, and the reported fps is hardware-specific.
Clarity
Moderately technical; a first pass gives the graph-convolution latent idea, a second pass covers the network and topology handling.
How to read it
First pass for the arbitrary-topology graph-convolution framing; second pass on the latent-space mapping and the speed/accuracy tradeoff versus PBS if performance matters to you.

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