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Antoine Dumoulin

Publications and source records attributed to Antoine Dumoulin.

2 recordsLinked to original sources

DiT-Garment: Garment Dynamics with Diffusion Transformers

We present DiT-Garment to model dynamic 3D clothing over human body models in arbitrary motion. Unlike existing methods, DiT-Garment can animate garments with unseen designs and physical materials, while allowing for direct inference of deformations for any target pose. To achieve this, we leverage a 2D diffusion transformer architecture to learn 3D deformations in a 2D UV-space. As the result is non-deterministic, our generative model learns the distribution of possible outcomes. The template garment is represented as a 3D triangle mesh spatially aligned with a 3D human body model in a standardized pose. To work with different garment designs without the need of a common template or complex graph convolution operations, the diffusion transformer is conditioned on a 3D position map of the template, represented in UV-space, which allows to implicitly learn a deformation of the 3D space around the body in standard pose. Further conditioning on body motion and physical parameters allows to physically ground the model. We quantitatively and qualitatively evaluate DiT-Garment on both synthetic and real data. While only trained on synthetic simulations of automatically generated cloth designs, our method generalizes to captured and artist-made garment designs. Code and data are available for research purposes at https://dumoulina.github.io/dit-garment/.

cs.CV

D-Garment: Physically Grounded Latent Diffusion for Dynamic Garment Deformations

We present a method to dynamically deform 3D garments, in the form of a 3D polygon mesh, based on body shape, motion, and physical cloth material properties. Considering physical cloth properties allows to learn a physically grounded model, with the advantage of being more accurate in terms of physically inspired metrics such as strain or curvature. Existing work studies pose-dependent garment modeling to generate garment deformations from example data, and possibly data-driven dynamic cloth simulation to generate realistic garments in motion. We propose D-Garment, a learning-based approach trained on new data generated with a physics-based simulator. Compared to prior work, our 3D generative model learns garment deformations conditioned by physical material properties, which allows to model loose cloth geometry, especially for large deformations and dynamic wrinkles driven by body motion. Furthermore, the model can be efficiently fitted to observations captured using vision sensors such as 3D point clouds. We leverage the capability of diffusion models to learn flexible and powerful generative priors by modeling the 3D garment in a 2D parameter space independently from the mesh resolution. This representation allows to learn a template-specific latent diffusion model. This allows to condition global and local geometry with body and cloth material information. We quantitatively and qualitatively evaluate D-Garment on both simulations and data captured with a multi-view acquisition platform. Compared to recent baselines, our method is more realistic and accurate in terms of shape similarity and physical validity metrics. Code and data are available for research purposes at https://dumoulina.github.io/d-garment/

cs.CV