Given the input visual mesh M^0_visual for the skirt, containing complex geometry and multiple layers, we propose a pipeline to automatically create a single-layer low-poly mesh M^0_proxy with an extremely small number of vertices (128 vertices in this case). Additionally, we optimize the skinning weights by differential skinning with several well-designed loss functions, so we get plausible skinned visual mesh, M^*_visual, driven by the simulated proxy mesh, M^*_proxy, at frame 5, 35, and 65 of a dancing motion sequence. Please see the supplemental video for the full animation
Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh, through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned high-resolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.
A collection of 100 distinct clothing items from games and the low-poly proxy mesh generated by our method.