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D-Garment: Physics-Conditioned Latent Diffusion for Dynamic Garment Deformations

Antoine Dumoulin, Adnane Boukhayma, Laurence Boissieux, Bharath Bhushan Damodaran, Pierre Hellier, Stefanie Wuhrer

TL;DR

D-Garment introduces a 2D latent diffusion framework to generate temporally coherent dynamic garment deformations conditioned on body shape $β$, motion $θ_t$, and cloth material $γ$, using a UV-space displacement map representation. By operating in UV space on a fixed template, it captures large-scale deformations and fine wrinkles without explicit skinning and is trained on data from a physics-inspired simulator, enabling efficient test-time fitting to vision observations. The model integrates a parametric body model, material parameters (stretch, density, bending), and a diffusion-based generator with losses for temporal consistency and collision penalties, supplemented by a fitting procedure to align with 3D point clouds. Evaluations on simulated and real multi-view data show state-of-the-art Chamfer distance and improved physical plausibility compared to baselines like HOOD and MGDDG, highlighting its potential for dynamic garment rendering and reconstruction in VR/AR and telepresence contexts.

Abstract

Adjusting and deforming 3D garments to body shapes, body motion, and cloth material is an important problem in virtual and augmented reality. Applications are numerous, ranging from virtual change rooms to the entertainment and gaming industry. This problem is challenging as garment dynamics influence geometric details such as wrinkling patterns, which depend on physical input including the wearer's body shape and motion, as well as cloth material features. Existing work studies learning-based modeling techniques to generate garment deformations from example data, and physics-inspired simulators to generate realistic garment dynamics. We propose here a learning-based approach trained on data generated with a physics-based simulator. Compared to prior work, our 3D generative model learns garment deformations for loose cloth geometry, especially for large deformations and dynamic wrinkles driven by body motion and cloth material. Furthermore, the model can be efficiently fitted to observations captured using vision sensors. We propose to leverage the capability of diffusion models to learn fine-scale detail: we model the 3D garment in a 2D parameter space, and learn a latent diffusion model using this representation independent from the mesh resolution. This allows to condition global and local geometric information with body and material information. We quantitatively and qualitatively evaluate our method on both simulated data and data captured with a multi-view acquisition platform. Compared to strong baselines, our method is more accurate in terms of Chamfer distance.

D-Garment: Physics-Conditioned Latent Diffusion for Dynamic Garment Deformations

TL;DR

D-Garment introduces a 2D latent diffusion framework to generate temporally coherent dynamic garment deformations conditioned on body shape , motion , and cloth material , using a UV-space displacement map representation. By operating in UV space on a fixed template, it captures large-scale deformations and fine wrinkles without explicit skinning and is trained on data from a physics-inspired simulator, enabling efficient test-time fitting to vision observations. The model integrates a parametric body model, material parameters (stretch, density, bending), and a diffusion-based generator with losses for temporal consistency and collision penalties, supplemented by a fitting procedure to align with 3D point clouds. Evaluations on simulated and real multi-view data show state-of-the-art Chamfer distance and improved physical plausibility compared to baselines like HOOD and MGDDG, highlighting its potential for dynamic garment rendering and reconstruction in VR/AR and telepresence contexts.

Abstract

Adjusting and deforming 3D garments to body shapes, body motion, and cloth material is an important problem in virtual and augmented reality. Applications are numerous, ranging from virtual change rooms to the entertainment and gaming industry. This problem is challenging as garment dynamics influence geometric details such as wrinkling patterns, which depend on physical input including the wearer's body shape and motion, as well as cloth material features. Existing work studies learning-based modeling techniques to generate garment deformations from example data, and physics-inspired simulators to generate realistic garment dynamics. We propose here a learning-based approach trained on data generated with a physics-based simulator. Compared to prior work, our 3D generative model learns garment deformations for loose cloth geometry, especially for large deformations and dynamic wrinkles driven by body motion and cloth material. Furthermore, the model can be efficiently fitted to observations captured using vision sensors. We propose to leverage the capability of diffusion models to learn fine-scale detail: we model the 3D garment in a 2D parameter space, and learn a latent diffusion model using this representation independent from the mesh resolution. This allows to condition global and local geometric information with body and material information. We quantitatively and qualitatively evaluate our method on both simulated data and data captured with a multi-view acquisition platform. Compared to strong baselines, our method is more accurate in terms of Chamfer distance.

Paper Structure

This paper contains 14 sections, 11 equations, 7 figures, 4 tables.

Figures (7)

  • Figure 1: We introduce a latent diffusion model that allows to generate dynamic garment deformations from physical inputs defined by a cloth material and the underlying body shape and motion. Our model is capable of representing large deformations and fine wrinkles of dynamic loose clothing. This figure illustrates frames of two different motions (1, 2) and three cloth materials (a, b, c).
  • Figure 2: D-Garment generates garment deformations conditioned on body shape, motion and cloth material. It builds upon a 2D latent diffusion model (\ref{['sec:diffusion']}) to learn how to deform a template in $uv$-space (\ref{['sec:uv']}). 3D mesh vertex displacement from template is parameterized by the $uv$ displacement map, and our model is trained on it along with the conditional inputs. At inference, our model generates the deformed garment by iteratively denoising the Gaussian noise w.r.t. its conditional inputs.
  • Figure 3: Qualitative comparison of two garment simulations to HOOD hood and MGDDG motionguided. From left to right: ground truth simulation, result of D-Garment, result of HOOD, result of MGDDG. Note that the bottom part of the dress is closer to the ground truth for D-Garment than for HOOD. 5k and 15k denotes the number of faces.
  • Figure 4: Examples generated by varying one cloth material parameter at a time. The model provides control over bending, stretching and density. For each parameter, the color map shows per-vertex distances for different parameter values. 0 10 cm
  • Figure 5: Examples generated by varying one of the principal components of $\boldsymbol{\beta}$ of the parametric body model at a time.
  • ...and 2 more figures