Bolt: Clothing Virtual Characters at Scale

Fuente: arXiv
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Main Authors: Leaf, Jonathan, Minor, David Sebastian, Daviet, Gilles, Chentanez, Nuttapong, Klar, Greg, Quigley, Ed
Format: Preprint
Published: 2025
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author Leaf, Jonathan
Minor, David Sebastian
Daviet, Gilles
Chentanez, Nuttapong
Klar, Greg
Quigley, Ed
author_facet Leaf, Jonathan
Minor, David Sebastian
Daviet, Gilles
Chentanez, Nuttapong
Klar, Greg
Quigley, Ed
contents Clothing virtual characters is a time-consuming and often manual process. Outfits can be composed of multiple garments, and each garment must be fitted to the unique shape of a character. Since characters can vary widely in size and shape, fitting outfits to many characters is a combinatorially large problem. We present Bolt, a system designed to take outfits originally authored on a source body and fit them to new body shapes via a three stage transfer, drape, and rig process. First, our new garment transfer method transforms each garment's 3D mesh positions to the new character, then optimizes the garment's 2D sewing pattern while maintaining key features of the original seams and boundaries. Second, our system simulates the transferred garments to progressively drape and untangle each garment in the outfit. Finally, the garments are rigged to the new character. This entire process is automatic, making it feasible to clothe characters at scale with no human intervention. Clothed characters are then ready for immediate use in applications such as gaming, animation, synthetic generation, and more.
format Preprint
id arxiv_https___arxiv_org_abs_2504_17614
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Bolt: Clothing Virtual Characters at Scale
Leaf, Jonathan
Minor, David Sebastian
Daviet, Gilles
Chentanez, Nuttapong
Klar, Greg
Quigley, Ed
Graphics
Clothing virtual characters is a time-consuming and often manual process. Outfits can be composed of multiple garments, and each garment must be fitted to the unique shape of a character. Since characters can vary widely in size and shape, fitting outfits to many characters is a combinatorially large problem. We present Bolt, a system designed to take outfits originally authored on a source body and fit them to new body shapes via a three stage transfer, drape, and rig process. First, our new garment transfer method transforms each garment's 3D mesh positions to the new character, then optimizes the garment's 2D sewing pattern while maintaining key features of the original seams and boundaries. Second, our system simulates the transferred garments to progressively drape and untangle each garment in the outfit. Finally, the garments are rigged to the new character. This entire process is automatic, making it feasible to clothe characters at scale with no human intervention. Clothed characters are then ready for immediate use in applications such as gaming, animation, synthetic generation, and more.
title Bolt: Clothing Virtual Characters at Scale
topic Graphics
url https://arxiv.org/abs/2504.17614