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

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arxiv 2112.06397 v3 pith:T6IKW5DU submitted 2021-12-13 cs.GR cs.LG

classification cs.GRcs.LG
keywords clothapproachmeshdeformationmesheshandlehumansmesh-based
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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.

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Cited by 1 Pith paper

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

  1. Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution

    cs.GR 2025-07 reject novelty 4.0 of 10

    A WebGPU mass-spring cloth simulator runs at 60fps for hanging cloth up to 640K nodes and handles collisions with a 100K-triangle model at 30fps in a benchmark.

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