Browsing by Author "Yang, Yun"
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Item D-Cloth: Skinning-based Cloth Dynamic Prediction with a Three-stage Network(The Eurographics Association and John Wiley & Sons Ltd., 2023) Li, Yu Di; Tang, Min; Chen, Xiao Rui; Yang, Yun; Tong, Ruo Feng; An, Bai Lin; Yang, Shuang Cai; Li, Yao; Kou, Qi Long; Chaine, Raphaƫlle; Deng, Zhigang; Kim, Min H.We propose a three-stage network that utilizes a skinning-based model to accurately predict dynamic cloth deformation. Our approach decomposes cloth deformation into three distinct components: static, coarse dynamic, and wrinkle dynamic components. To capture these components, we train our three-stage network accordingly. In the first stage, the static component is predicted by constructing a static skinning model that incorporates learned joint increments and skinning weight increments. Then, in the second stage, the coarse dynamic component is added to the static skinning model by incorporating serialized skeleton information. Finally, in the third stage, the mesh sequence stage refines the prediction by incorporating the wrinkle dynamic component using serialized mesh information. We have implemented our network and used it in a Unity game scene, enabling real-time prediction of cloth dynamics. Our implementation achieves impressive prediction speeds of approximately 3.65ms using an NVIDIA GeForce RTX 3090 GPU and 9.66ms on an Intel i7-7700 CPU. Compared to SOTA methods, our network excels in accurately capturing fine dynamic cloth deformations.Item N-Cloth: Predicting 3D Cloth Deformation with Mesh-Based Networks(The Eurographics Association and John Wiley & Sons Ltd., 2022) Li, Yu Di; Tang, Min; Yang, Yun; Huang, Zi; Tong, Ruo Feng; Yang, Shuang Cai; Li, Yao; Manocha, Dinesh; Chaine, Raphaƫlle; Kim, Min H.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 physicallybased cloth simulators.