HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning
- URL: http://arxiv.org/abs/2605.20460v2
- Date: Wed, 27 May 2026 11:24:44 GMT
- Title: HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning
- Abstract summary: We present a fast and physically plausible approach for dynamic garment simulation.<n>Our method trains a reduced-space neural dynamics simulator composed of independent coarse- and fine-level components.<n>Our simulator runs at 300+ FPS on a commodity GPU, making it suitable for real-time applications.
- Score: 19.763569928485868
- License: http://creativecommons.org/licenses/by-nc-nd/4.0/
- Abstract: Recent advances in garment simulation have brought high-quality results closer to real-time performance. Physics-based simulators can produce accurate motion, but remain too computationally expensive for interactive applications. In contrast, linear blend skinning is efficient, but cannot capture the complex dynamics of loose-fitting garments, often leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically plausible approach for dynamic garment simulation. Our method trains a reduced-space neural dynamics simulator composed of independent coarse- and fine-level components. At the coarse level, the garment is driven by a set of virtual bones integrated with a lightweight neural network. Fine-scale wrinkle details are then recovered using a trained convolutional neural map. By decoupling identity-specific computation from real-time neural integration, our architecture maintains high performance while supporting diverse body shapes and motions. We further introduce an effective physics-supervision scheme that enables accurate results without relying on an external simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across a range of motions and body shapes, and supports a fixed set of garments. Our simulator runs at 300+ FPS on a commodity GPU, making it suitable for real-time applications.
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