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PhysGraph: Physics-Based Integration Using Graph Neural Networks

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arxiv 2301.11841 v2 pith:BFDNJBK3 submitted 2023-01-27 cs.GR cs.LG

classification cs.GRcs.LG
keywords forcesmeshmodelphysics-basedsimulationapproachescollisionsdifferent
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Physics-based simulation of mesh based domains remains a challenging task. State-of-the-art techniques can produce realistic results but require expert knowledge. A major bottleneck in many approaches is the step of integrating a potential energy in order to compute velocities or displacements. Recently, learning based method for physics-based simulation have sparked interest with graph based approaches being a promising research direction. One of the challenges for these methods is to generate models that are mesh independent and generalize to different material properties. Moreover, the model should also be able to react to unforeseen external forces like ubiquitous collisions. Our contribution is based on a simple observation: evaluating forces is computationally relatively cheap for traditional simulation methods and can be computed in parallel in contrast to their integration. If we learn how a system reacts to forces in general, irrespective of their origin, we can learn an integrator that can predict state changes due to the total forces with high generalization power. We effectively factor out the physical model behind resulting forces by relying on an opaque force module. We demonstrate that this idea leads to a learnable module that can be trained on basic internal forces of small mesh patches and generalizes to different mesh typologies, resolutions, material parameters and unseen forces like collisions at inference time. Our proposed paradigm is general and can be used to model a variety of physical phenomena. We focus our exposition on the detail enhancement of coarse clothing geometry which has many applications including computer games, virtual reality and virtual try-on.

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Cited by 2 Pith papers

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  1. Low-Barrier Dataset Collection with Real Human Body for Interactive Per-Garment Virtual Try-On

    cs.GR 2025-06 conditional novelty 6.0 of 10

    A per-garment virtual try-on pipeline that trains a GAN from a two-minute real-human video capture and uses a hybrid pose-plus-DensePose input to synthesize the garment with accurate alignment.

  2. Real-Time Per-Garment Virtual Try-On with Temporal Consistency for Loose-Fitting Garments

    cs.GR 2025-06 conditional novelty 5.0 of 10

    A per-garment virtual try-on method for loose-fitting garments uses a garment-invariant pose representation and a recurrent ConvLSTM synthesis network to achieve temporally smoother try-on video at about 10 fps.

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