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arXiv 2112.06397cs.GRcs.LG
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N-Cloth:使用基于网格的网络预测3D布料变形

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

Zhejiang University(浙江大学);Tencent(腾讯);University of Maryland at College Park(马里兰大学帕克分校)

Yudi Li, Min Tang, Yun Yang, Zi Huang, Ruofeng Tong, Shuangcai Yang, Yao Li, Dinesh Manocha

摘要:

我们提出了一种新的基于网格的学习方法(N-Cloth),用于合理的3D布料变形预测。我们的方法是通用的,可以处理布或障碍物表示的三角形网格与任意拓扑结构。我们使用图卷积将布料和物体网格转换到一个潜在的空间中,以减少网格空间中的非线性。我们的网络可以预测目标三维布料网格变形的基础上的初始状态的布料网格模板和目标的障碍物网格。我们的方法可以处理复杂的布料网格高达100 K的三角形和场景与各种对象对应的SMPL人类,非SMPL人类或刚体。在实践中,我们的方法可以用于在NVIDIA GeForce RTX 3090 GPU上以30-45 fps的速度生成合理的布料模拟。我们强调了它相对于之前基于学习的方法和基于物理的布料模拟器的优势。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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