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Sep 2

PhySkin: Physics-based Bone-driven Neural Garment Simulation

Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations. While physics-based simulations yield accurate results, they are computationally prohibitive for real-time applications. Conversely, linear blend skinning offers efficiency but fails to capture the complex dynamics of loose-fitting garments, resulting in unrealistic motion and visual artifacts. Neural methods have shown promise, yet they struggle to animate loose clothing plausibly under strict performance constraints. In this work, we present a novel approach for fast and physically plausible garment draping tailored for resource-constrained environments. Our method leverages a reduced-space quasi-static neural simulation, mapping the garment's full degrees of freedom to a set of bone handles that drive deformation. A neural deformation model is trained in a fully self-supervised manner, eliminating the need for costly simulation data. At runtime, a lightweight neural network modulates the handle deformations based on body shape and pose, enabling realistic garment behavior that respects physical properties such as gravity, fabric stretching, bending, and collision avoidance. Experimental results demonstrate that our method achieves physically plausible garment drapes while generalizing across diverse poses and body shapes, supporting zero-shot evaluation and mesh topology independence. Our method's runtime significantly outperforms past works, as it runs in microseconds per frame using single-threaded CPU inference, offering a practical solution for real-time avatar animation on low-compute devices.

  • 10 authors
·
Mar 26

AniGen: Unified $S^3$ Fields for Animatable 3D Asset Generation

Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen, a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S^3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage: https://yihua7.github.io/AniGen-web/

  • 9 authors
·
Apr 8

Deep Feature Deformation Weights

Handle-based mesh deformation is a classic paradigm in computer graphics which enables intuitive edits from sparse controls. Classical techniques are fast and precise, but require users to know ideal handle placement apriori, which can be unintuitive and inconsistent. Handle sets cannot be adjusted easily, as weights are typically optimized through energies defined by the handles. Modern data-driven methods, on the other hand, provide semantic edits but sacrifice fine-grained control and speed. We propose a technique that achieves the best of both worlds: deep feature proximity yields smooth, visual-aware deformation weights with no additional regularization. Importantly, these weights are computed in real-time for any surface point, unlike prior methods which require expensive optimization. We introduce barycentric feature distillation, an improved feature distillation pipeline which leverages the full visual signal from shape renders to make distillation complexity robust to mesh resolution. This enables high resolution meshes to be processed in minutes versus potentially hours for prior methods. We preserve and extend classical properties through feature space constraints and locality weighting. Our field representation enables automatic visual symmetry detection, which we use to produce symmetry-preserving deformations. We show a proof-of-concept application which can produce deformations for meshes up to 1 million faces in real-time on a consumer-grade machine. Project page at https://threedle.github.io/dfd.

  • 3 authors
·
Mar 24