1. Introduction
Animating 3D clothed humans requires the modeling of pose-dependent deformations in various poses. The diversity of clothing styles and body poses makes this task extremely challenging. Traditional methods are based on either simple rigging and skinning [4], [20], [33] or physics-based simulation [14], [23], [24], [49], which heavily rely on artist efforts or computational resources. Recent learning-based methods [10], [36], [39], [59] resort to modeling the clothing deformation directly from raw scans of clothed humans. Despite the promising progress, this task is still far from being solved due to the challenges in clothing representations, generalization to unseen poses, and data acquisition, etc.
Our method learns to decompose garment templates (top row) and add pose-dependent wrinkles upon them (bottom row).