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Egor Larionov

Publications and source records attributed to Egor Larionov.

16 recordsLinked to original sources

HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning

Recent advances in cloth simulation have led to accurate garment physics, but the methods are computationally expensive for real-time applications. In contrast, Linear Blend Skinning (LBS) is efficient, but cannot capture the complex dynamics of loose-fitting garments, leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically-informed framework for dynamic garment simulation, consisting of a reduced-space neural dynamics simulator with independent coarse and fine-level components. At the coarse level, the garment is driven by virtual bones integrated with a lightweight neural network for predicting corrections over LBS. Fine-scale wrinkle details are then recovered using a convolutional MLP defined in UV space. By decoupling identity-specific computation from shape conditioning via hypernetwork, our neural framework offers high performance, trained using an effective physics-based self-supervised training paradigm without relying on an offline simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across diverse motions and unseen body shapes, and delivers over 30x speedup compared to state-of-the-art autoregressive neural simulators, achieving interactive inference at ~1 ms per frame on a consumer GPU.

cs.GR

Unphased Wrinkles: Estimating cloth elasticity parameters using a frequency-based loss

Generating realistic clothing for virtual applications like online retail and digital avatars is crucial but requires expert knowledge of 3D tools to generating believable simulations. Recently, a number of works proposed to estimate cloth material properties from specialized capture setups. However, these systems tend to be monolithic, complex and expensive. We propose a simplified method for automatically determining parameters based on easily captured real-world fabrics. While existing methods carefully design experiments to isolate stretch parameters from bending modes, we embrace that stretching fabrics causes wrinkling and propose a novel specialized loss for comparing wrinkled fabrics. We designed our objective function to capture material-specific behavior, resulting in similar values for different wrinkle configurations of the same material. We estimate bending first, given that membrane stiffness has little effect on bending. We use differentiable simulation to find an optimal set of parameters that minimizes the difference between simulated cloth and deformed target cloth. Furthermore, our pipeline decouples the capture method from the optimization by registering a template mesh to the scanned data. These choices simplify the capture system and allow for wrinkles in scanned fabrics. We demonstrate our method on captured data of three different real-world fabrics and on three digital fabrics produced by a third-party simulator.

cs.GR

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.

cs.GR

SkinCells: Sparse Skinning using Voronoi Cells

For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex -- a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high-quality results even in complex scenarios where standard biharmonic weight computations fail.

cs.GR

Self-supervised Learning of Latent Space Dynamics

Modeling the dynamic behavior of deformable objects is crucial for creating realistic digital worlds. While conventional simulations produce high-quality motions, their computational costs are often prohibitive. Subspace simulation techniques address this challenge by restricting deformations to a lower-dimensional space, improving performance while maintaining visually compelling results. However, even subspace methods struggle to meet the stringent performance demands of portable devices such as virtual reality headsets and mobile platforms. To overcome this limitation, we introduce a novel subspace simulation framework powered by a neural latent-space integrator. Our approach leverages self-supervised learning to enhance inference stability and generalization. By operating entirely within latent space, our method eliminates the need for full-space computations, resulting in a highly efficient method well-suited for deployment on portable devices. We demonstrate the effectiveness of our approach on challenging examples involving rods, shells, and solids, showcasing its versatility and potential for widespread adoption.

cs.GR

Neuralocks: Real-Time Dynamic Neural Hair Simulation

Real-time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like jumping or walking, plays a significant role in enhancing the overall realism and engagement of virtual experiences. Current methods for simulating hair have been constrained by two primary approaches: highly optimized physics-based systems and neural methods. However, state-of-the-art neural techniques have been limited to quasi-static solutions, failing to capture the dynamic behavior of hair. This paper introduces a novel neural method that breaks through these limitations, achieving efficient and stable dynamic hair simulation while outperforming existing approaches. We propose a fully self-supervised method which can be trained without any manual intervention or artist generated training data allowing the method to be integrated with hair reconstruction methods to enable automatic end-to-end methods for avatar reconstruction. Our approach harnesses the power of compact, memory-efficient neural networks to simulate hair at the strand level, allowing for the simulation of diverse hairstyles without excessive computational resources or memory requirements. We validate the effectiveness of our method through a variety of hairstyle examples, showcasing its potential for real-world applications.

cs.GR

Quaffure: Real-Time Quasi-Static Neural Hair Simulation

Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hairstyles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method's effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting the drape of 1000 grooms in 0.3 seconds. Please see our project page here following https://tuurstuyck.github.io/quaffure/quaffure.html

cs.CV

PGC: Physics-Based Gaussian Cloth from a Single Pose

We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: https://phys-gaussian-cloth.github.io .

cs.GR

Implicit frictional dynamics with soft constraints

Dynamics simulation with frictional contacts is important for a wide range of applications, from cloth simulation to object manipulation. Recent methods using smoothed lagged friction forces have enabled robust and differentiable simulation of elastodynamics with friction. However, the resulting frictional behavior can be inaccurate and may not converge to analytic solutions. Here we evaluate the accuracy of lagged friction models in comparison with implicit frictional contact systems. We show that major inaccuracies near the stick-slip threshold in such systems are caused by lagging of friction forces rather than by smoothing the Coulomb friction curve. Furthermore, we demonstrate how systems involving implicit or lagged friction can be correctly used with higher-order time integration and highlight limitations in earlier attempts. We demonstrate how to exploit forward-mode automatic differentiation to simplify and, in some cases, improve the performance of the inexact Newton method. Finally, we show that other complex phenomena can also be simulated effectively while maintaining smoothness of the entire system. We extend our method to exhibit stick-slip frictional behavior and preserve volume on compressible and nearly-incompressible media using soft constraints.

cs.GR

Dress Anyone : Automatic Physically-Based Garment Pattern Refitting

Well-fitted clothing is essential for both real and virtual garments to enable self-expression and accurate representation for a large variety of body types. Common practice in the industry is to provide a pre-made selection of distinct garment sizes such as small, medium and large. While these may cater to certain groups of individuals that fall within this distribution, they often exclude large sections of the population. In contrast, individually tailored clothing offers a solution to obtain custom-fit garments that are tailored to each individual. However, manual tailoring is time-consuming and requires specialized knowledge, prohibiting the approach from being applied to produce fitted clothing at scale. To address this challenge, we propose a novel method leveraging differentiable simulation for refitting and draping 3D garments and their corresponding 2D pattern panels onto a new body shape, enabling a workflow where garments only need to be designed once, in a single size, and they can be automatically refitted to support numerous body size and shape variations. Our method enables downstream applications, where our optimized 3D drape can be directly ingested into game engines or other applications. Our 2D sewing patterns allow for accurate physics-based simulations and enables manufacturing clothing for the real world.

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DiffAvatar: Simulation-Ready Garment Optimization with Differentiable Simulation

The realism of digital avatars is crucial in enabling telepresence applications with self-expression and customization. While physical simulations can produce realistic motions for clothed humans, they require high-quality garment assets with associated physical parameters for cloth simulations. However, manually creating these assets and calibrating their parameters is labor-intensive and requires specialized expertise. Current methods focus on reconstructing geometry, but don't generate complete assets for physics-based applications. To address this gap, we propose \papername,~a novel approach that performs body and garment co-optimization using differentiable simulation. By integrating physical simulation into the optimization loop and accounting for the complex nonlinear behavior of cloth and its intricate interaction with the body, our framework recovers body and garment geometry and extracts important material parameters in a physically plausible way. Our experiments demonstrate that our approach generates realistic clothing and body shape suitable for downstream applications. We provide additional insights and results on our webpage: https://people.csail.mit.edu/liyifei/publication/diffavatar/

cs.CV

Estimating Cloth Elasticity Parameters From Homogenized Yarn-Level Models

Virtual garment simulation has become increasingly important with applications in garment design and virtual try-on. However, reproducing garments faithfully remains a cumbersome process. We propose an end-to-end method for estimating parameters of shell material models corresponding to real fabrics with minimal priors. Our method determines yarn model properties from information directly obtained from real fabrics, unlike methods that require expensive specialized capture systems. We use an extended homogenization method to match yarn-level and shell-level hyperelastic energies with respect to a range of surface deformations represented by the first and second fundamental forms, including bending along the diagonal to warp and weft directions. We optimize the parameters of a shell deformation model involving uncoupled bending and membrane energies. This allows the simulated model to exhibit nonlinearity and anisotropy seen in real cloth. Finally, we validate our results with quantitative and visual comparisons against real world fabrics through stretch tests and drape experiments. Our homogenized shell models not only capture the characteristics of underlying yarn patterns, but also exhibit distinct behaviors for different yarn materials.

cs.GR

Pitfalls of Projection: A study of Newton-type solvers for incremental potentials

Nonlinear systems arising from time integrators like Backward Euler can sometimes be reformulated as optimization problems, known as incremental potentials. We show through a comprehensive experimental analysis that the widely used Projected Newton method, which relies on unconditional semidefinite projection of Hessian contributions, typically exhibits a reduced convergence rate compared to classical Newton's method. We demonstrate how factors like resolution, element order, projection method, material model and boundary handling impact convergence of Projected Newton and Newton. Drawing on these findings, we propose the hybrid method Project-on-Demand Newton, which projects only conditionally, and show that it enjoys both the robustness of Projected Newton and convergence rate of Newton. We additionally introduce Kinetic Newton, a regularization-based method that takes advantage of the structure of incremental potentials and avoids projection altogether. We compare the four solvers on hyperelasticity and contact problems. We also present a nuanced discussion of convergence criteria, and propose a new acceleration-based criterion that avoids problems associated with existing residual norm criteria and is easier to interpret. We finally address a fundamental limitation of the Armijo backtracking line search that occasionally blocks convergence, especially for stiff problems. We propose a novel parameter-free, robust line search technique to eliminate this issue.

cs.GR

PhysGraph: Physics-Based Integration Using Graph Neural Networks

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.

cs.GR

Volume Preserving Simulation of Soft Tissue with Skin

Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ compressible elasticity models and achieve incompressibility indirectly by setting Poisson's ratio to be close to 0.5. This approach can produce results that are plausible qualitatively but inaccurate quantatively. This approach also causes numerical instabilities and locking in coarse discretizations or otherwise poses a prohibitive restriction on the size of the time step. We propose a novel approach to alleviate these issues by replacing indirect volume preservation using Poisson's ratios with direct enforcement of zonal volume constraints, while controlling fine-scale volumetric deformation through a cell-wise compression penalty. To increase realism, we propose an epidermis model to mimic the dramatically higher surface stiffness on real skinned bodies. We demonstrate that our method produces stable realistic deformations with precise volume preservation but without locking artifacts. Due to the volume preservation not being tied to mesh discretization, our method also allows a resolution consistent simulation of incompressible materials. Our method improves the stability of the standard neo-Hookean model and the general compression recovery in the Stable neo-Hookean model.

cs.GR

Simulating deformable objects for computer animation: a numerical perspective

We examine a variety of numerical methods that arise when considering dynamical systems in the context of physics-based simulations of deformable objects. Such problems arise in various applications, including animation, robotics, control and fabrication. The goals and merits of suitable numerical algorithms for these applications are different from those of typical numerical analysis research in dynamical systems. Here the mathematical model is not fixed a priori but must be adjusted as necessary to capture the desired behaviour, with an emphasis on effectively producing lively animations of objects with complex geometries. Results are often judged by how realistic they appear to observers (by the "eye-norm") as well as by the efficacy of the numerical procedures employed. And yet, we show that with an adjusted view numerical analysis and applied mathematics can contribute significantly to the development of appropriate methods and their analysis in a variety of areas including finite element methods, stiff and highly oscillatory ODEs, model reduction, and constrained optimization.

cs.GR