# A Neural-Network-Based Approach for Loose-Fitting Clothing

arXiv: https://arxiv.org/abs/2404.16896 · HTML: https://mlsanity.com/paper/2404.16896/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 79 references that are in the map.
- First posted on arXiv 25 Apr 2024.

## Builds on (most cited first, 23 of 23)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Learning Phrase Representations using RNN Encoder-Decoder for Statistical Machine Translation](https://mlsanity.com/paper/1406.1078/) (2014)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Learning to Simulate Complex Physics with Graph Networks](https://mlsanity.com/paper/2002.09405/) (2020)
- [Learning Mesh-Based Simulation with Graph Networks](https://mlsanity.com/paper/2010.03409/) (2020)
- [MeshSDF: Differentiable Iso-Surface Extraction](https://mlsanity.com/paper/2006.03997/) (2020)
- [DeepWrinkles: Accurate and Realistic Clothing Modeling](https://mlsanity.com/paper/1808.03417/) (2018)
- [Learning-Based Animation of Clothing for Virtual Try-On](https://mlsanity.com/paper/1903.07190/) (2019)
- [SNUG: Self-Supervised Neural Dynamic Garments](https://mlsanity.com/paper/2204.02219/) (2022)
- [HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics](https://mlsanity.com/paper/2212.07242/) (2022)
- [GarNet: A Two-Stream Network for Fast and Accurate 3D Cloth Draping](https://mlsanity.com/paper/1811.10983/) (2018)
- [DeePSD: Automatic Deep Skinning And Pose Space Deformation For 3D Garment Animation](https://mlsanity.com/paper/2009.02715/) (2020)
- [Predicting Loose-Fitting Garment Deformations Using Bone-Driven Motion Networks](https://mlsanity.com/paper/2205.01355/) (2022)
- [ISP: Multi-Layered Garment Draping with Implicit Sewing Patterns](https://mlsanity.com/paper/2305.14100/) (2023)
- [A Pixel-Based Framework for Data-Driven Clothing](https://mlsanity.com/paper/1812.01677/) (2018)
- [Dynamic Neural Garments](https://mlsanity.com/paper/2102.11811/) (2021)
- [A Deep Emulator for Secondary Motion of 3D Characters](https://mlsanity.com/paper/2103.01261/) (2021)
- [Towards Multi-Layered 3D Garments Animation](https://mlsanity.com/paper/2305.10418/) (2023)
- [Realtime Simulation of Thin-Shell Deformable Materials using CNN-Based Mesh Embedding](https://mlsanity.com/paper/1909.12354/) (2019)
- [Learning Anchor Transformations for 3D Garment Animation](https://mlsanity.com/paper/2304.00761/) (2023)
- [Hierarchical Cloth Simulation using Deep Neural Networks](https://mlsanity.com/paper/1802.03168/) (2018)
- [Analytically Integratable Zero-restlength Springs for Capturing Dynamic Modes unrepresented by Quasistatic Neural Networks](https://mlsanity.com/paper/2201.10122/) (2022)
- [Weakly-Supervised 3D Reconstruction of Clothed Humans via Normal Maps](https://mlsanity.com/paper/2311.16042/) (2023)

## Built on by (most cited first, 2 of 2)

- [Neural Robot Dynamics](https://mlsanity.com/paper/2508.15755/) (2025)
- [Advances in 4D Representation: Geometry, Motion, and Interaction](https://mlsanity.com/paper/2510.19255/) (2025)

## Abstract (arXiv)

Since loose-fitting clothing contains dynamic modes that have proven to be difficult to predict via neural networks, we first illustrate how to coarsely approximate these modes with a real-time numerical algorithm specifically designed to mimic the most important ballistic features of a classical numerical simulation. Although there is some flexibility in the choice of the numerical algorithm used as a proxy for full simulation, it is essential that the stability and accuracy be independent from any time step restriction or similar requirements in order to facilitate real-time performance. In order to reduce the number of degrees of freedom that require approximations to their dynamics, we simulate rigid frames and use skinning to reconstruct a rough approximation to a desirable mesh; as one might expect, neural-network-based skinning seems to perform better than linear blend skinning in this scenario. Improved high frequency deformations are subsequently added to the skinned mesh via a quasistatic neural network (QNN). In contrast to recurrent neural networks that require a plethora of training data in order to adequately generalize to new examples, QNNs perform well with significantly less training data.
