PhySkin: Physics-based Bone-driven Neural Garment Simulation
Astitva Srivastava, Hsiao-yu Chen, Ryan Goldade, Philipp Herholz, Zhongshi Jiang, Gene Wei-Chin Lin, Lingchen Yang, Nikolaos Sarafianos, Tuur Stuyck, Egor Larionov

TL;DR
PhySkin introduces a fast, physics-based neural garment simulation method that enables realistic, real-time avatar clothing on resource-limited devices by combining neural deformation models with bone-driven control.
Contribution
A novel reduced-space neural simulation approach that achieves real-time, physically plausible garment draping without extensive simulation data or high computational costs.
Findings
Runs in microseconds per frame on CPU
Generalizes across diverse poses and body shapes
Supports zero-shot evaluation and mesh topology independence
Abstract
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…
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