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Main Authors: Srivastava, Astitva, Chen, Hsiao-yu, Goldade, Ryan, Herholz, Philipp, Jiang, Zhongshi, Lin, Gene Wei-Chin, Yang, Lingchen, Sarafianos, Nikolaos, Stuyck, Tuur, Larionov, Egor
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2603.27013
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author Srivastava, Astitva
Chen, Hsiao-yu
Goldade, Ryan
Herholz, Philipp
Jiang, Zhongshi
Lin, Gene Wei-Chin
Yang, Lingchen
Sarafianos, Nikolaos
Stuyck, Tuur
Larionov, Egor
author_facet Srivastava, Astitva
Chen, Hsiao-yu
Goldade, Ryan
Herholz, Philipp
Jiang, Zhongshi
Lin, Gene Wei-Chin
Yang, Lingchen
Sarafianos, Nikolaos
Stuyck, Tuur
Larionov, Egor
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2603_27013
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle PhySkin: Physics-based Bone-driven Neural Garment Simulation
Srivastava, Astitva
Chen, Hsiao-yu
Goldade, Ryan
Herholz, Philipp
Jiang, Zhongshi
Lin, Gene Wei-Chin
Yang, Lingchen
Sarafianos, Nikolaos
Stuyck, Tuur
Larionov, Egor
Graphics
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.
title PhySkin: Physics-based Bone-driven Neural Garment Simulation
topic Graphics
url https://arxiv.org/abs/2603.27013