SIGGRAPH 2021 Papers

ACM SIGGRAPH Conference

Decision breakdown

221papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    4520.4%
  • Other / unlabeled
    17679.6%

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OpenMfx: An API for Cross-software Non-destructible Mesh Effects

Élie Michel

Expand abstract

Figure 1: An example of sequence of non-destructive effects transforming a simple editable base mesh (e.g. a cube) into a more complex asset. Operations like bevel, extrusion or boolean intersection are available in most of common mesh-based 3D modeling suites, but the effect applied at the second step is less common. By implementing it as an OpenMfx plug-in, it is available in any supporting host software and thus the asset is interexchangable in its non-destructive form.

Poster
Only a Matter of Style: Age Transformation Using a Style-based Regression Model

Yuval Alaluf, Or Patashnik, Daniel Cohen-Or

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The task of age transformation illustrates the change of an individual's appearance over time. Accurately modeling this complex transformation over an input facial image is extremely challenging as it requires making convincing, possibly large changes to facial features and head shape, while still preserving the input identity. In this work, we present an image-to-image translation method that learns to directly encode real facial images into the latent space of a pre-trained unconditional GAN (e.g., StyleGAN) subject to a given aging shift. We employ a pre-trained age regression network to explicitly guide the encoder in generating the latent codes corresponding to the desired age. In this formulation, our method approaches the continuous aging process as a regression task between the input age and desired target age, providing fine-grained control over the generated image. Moreover, unlike approaches that operate solely in the latent space using a prior on the path controlling age, our method learns a more disentangled, non-linear path. Finally, we demonstrate that the end-to-end nature of our approach, coupled with the rich semantic latent space of StyleGAN, allows for further editing of the generated images. Qualitative and quantitative evaluations show the advantages of our method compared to state-of-the-art approaches. Code is available at our project page: https://yuval-alaluf.github.io/SAM.

Technical Paper
Omnidirectional display that presents information to the ambient environment with optical transparency

Nakamura Toshikatsu, Ryusuke Miyazaki, Kouga Yoshida, Toshiki Sato

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ACM Reference Format: Toshikatsu Nakamura, Ryusuke Miyazaki, Kouga Yoshida, and Toshiki Sato. 2021. Omnidirectional display that presents information to the ambient environment with optical transparency. In Special Interest Group on Computer Graphics and Interactive Techniques Conference Posters (SIGGRAPH ’21 Posters), August 09-13, 2021. ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/3450618.3469139

Poster
Non-photorealistic Ray Tracing With Paint and Toon Shading

Nicholas Moon, Megan Reddy, Luther Tychonievich

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We present a modification to traditional ray tracing that stylistically renders a scene with cartoon and painterly styles. Previous methods rely on post-processing, materials, or textures to achieve a non-photorealistic look. Our method uses a ray tracer to combine cel animation art styles with complex lighting effects, such as reflections, refractions, and global illumination. The ray tracer collects information about objects and their properties to dynamically switch between cartoon and painterly rendering styles. The renderer generates the styles by shooting additional rays for each pixel and collecting information such as normals, distance, slope, object identifiers, and light gradients from neighboring areas of the image. The resulting algorithm produces images with visual and artistic characteristics that allow artists to take advantage of rendering techniques that are not commonly supported in production ray tracers.

Poster
Neural Scene Graph Rendering

Jonathan Granskog, Till Schnabel, Fabrice Rousselle, Jan Novák

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We present a neural scene graph---a modular and controllable representation of scenes with elements that are learned from data. We focus on the forward rendering problem, where the scene graph is provided by the user and references learned elements. The elements correspond to geometry and material definitions of scene objects and constitute the leaves of the graph; we store them as high-dimensional vectors. The position and appearance of scene objects can be adjusted in an artist-friendly manner via familiar transformations, e.g. translation, bending, or color hue shift, which are stored in the inner nodes of the graph. In order to apply a (non-linear) transformation to a learned vector, we adopt the concept of linearizing a problem by lifting it into higher dimensions: we first encode the transformation into a high-dimensional matrix and then apply it by standard matrix-vector multiplication. The transformations are encoded using neural networks. We render the scene graph using a streaming neural renderer, which can handle graphs with a varying number of objects, and thereby facilitates scalability. Our results demonstrate a precise control over the learned object representations in a number of animated 2D and 3D scenes. Despite the limited visual complexity, our work presents a step towards marrying traditional editing mechanisms with learned representations, and towards high-quality, controllable neural rendering.

Technical Paper
Neural Monocular 3D Human Motion Capture With Physical Awareness

Soshi Shimada, Vladislav Golyanik, Weipeng Xu, Patrick Pérez, Christian Theobalt

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We present a new trainable system for physically plausible markerless 3D human motion capture, which achieves state-of-the-art results in a broad range of challenging scenarios. Unlike most neural methods for human motion capture, our approach, which we dub "physionical", is aware of physical and environmental constraints. It combines in a fully-differentiable way several key innovations, i.e. , 1) a proportional-derivative controller, with gains predicted by a neural network, that reduces delays even in the presence of fast motions, 2) an explicit rigid body dynamics model and 3) a novel optimisation layer that prevents physically implausible foot-floor penetration as a hard constraint. The inputs to our system are 2D joint keypoints, which are canonicalised in a novel way so as to reduce the dependency on intrinsic camera parameters---both at train and test time. This enables more accurate global translation estimation without generalisability loss. Our model can be finetuned only with 2D annotations when the 3D annotations are not available. It produces smooth and physically-principled 3D motions in an interactive frame rate in a wide variety of challenging scenes, including newly recorded ones. Its advantages are especially noticeable on in-the-wild sequences that significantly differ from common 3D pose estimation benchmarks such as Human 3.6M and MPI-INF-3DHP. Qualitative results are provided in the supplementary video.

Technical Paper
Neural Light Transport for Relighting and View Synthesis

Xiuming Zhang, Sean Fanello, Yun-Ta Tsai, Tiancheng Sun, Tianfan Xue, Rohit Pandey, Sergio Orts-Escolano, Philip Davidson, Christoph Rhemann, Paul Debevec‎, Jonathan T. Barron, Ravi Ramamoorthi, William Freeman

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The light transport (LT) of a scene describes how it appears under different lighting conditions from different viewing directions, and complete knowledge of a scene’s LT enables the synthesis of novel views under arbitrary lighting. In this article, we focus on image-based LT acquisition, primarily for human bodies within a light stage setup. We propose a semi-parametric approach for learning a neural representation of the LT that is embedded in a texture atlas of known but possibly rough geometry. We model all non-diffuse and global LT as residuals added to a physically based diffuse base rendering. In particular, we show how to fuse previously seen observations of illuminants and views to synthesize a new image of the same scene under a desired lighting condition from a chosen viewpoint. This strategy allows the network to learn complex material effects (such as subsurface scattering) and global illumination (such as diffuse interreflection), while guaranteeing the physical correctness of the diffuse LT (such as hard shadows). With this learned LT, one can relight the scene photorealistically with a directional light or an HDRI map, synthesize novel views with view-dependent effects, or do both simultaneously, all in a unified framework using a set of sparse observations. Qualitative and quantitative experiments demonstrate that our Neural Light Transport (NLT) outperforms state-of-the-art solutions for relighting and view synthesis, without requiring separate treatments for both problems that prior work requires. The code and data are available at http://nlt.csail.mit.edu.

TOG Paper
Neural Complex Luminaires: Representation and Rendering

Junqiu Zhu, Yaoyi Bai, Zilin Xu, Steve Bako, Edgar Velázquez-Armendáriz, Lu Wang, Pradeep Sen, Miloš Hašan, Ling-Qi Yan

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Complex luminaires, such as grand chandeliers, can be extremely costly to render because the light-emitting sources are typically encased in complex refractive geometry, creating difficult light paths that require many samples to evaluate with Monte Carlo approaches. Previous work has attempted to speed up this process, but the methods are either inaccurate, require the storage of very large lightfields, and/or do not fit well into modern path-tracing frameworks. Inspired by the success of deep networks, which can model complex relationships robustly and be evaluated efficiently, we propose to use a machine learning framework to compress a complex luminaire's lightfield into an implicit neural representation. Our approach can easily plug into conventional renderers, as it works with the standard techniques of path tracing and multiple importance sampling (MIS). Our solution is to train three networks to perform the essential operations for evaluating the complex luminaire at a specific point and view direction, importance sampling a point on the luminaire given a shading location, and blending to determine the transparency of luminaire queries to properly composite them with other scene elements. We perform favorably relative to state-of-the-art approaches and render final images that are close to the high-sample-count reference with only a fraction of the computation and storage costs, with no need to store the original luminaire geometry and materials.

Technical Paper
Neural Animation Layering for Synthesizing Martial Arts Movements

Sebastian Starke, Yiwei Zhao, Fabio Zinno, Taku Komura

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Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The framework can synthesize novel movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, punching, kicking, avoiding and combinations thereof, but also reconstruct signature motions of different fighters, as well as close-character interactions such as clinching and carrying by learning the spatial joint relationships. To achieve this goal, we adopt a modular framework which is composed of the motion generator and a set of different control modules. The motion generator functions as a motion manifold that projects novel mixed/edited trajectories to natural full-body motions, and synthesizes realistic transitions between different motions. The control modules are task dependent and can be developed and trained separately by engineers to include novel motion tasks, which greatly reduces network iteration time when working with large-scale datasets. Our modular framework provides a transparent control interface for animators that allows modifying or combining movements after network training, and enables iterative adding of control modules for different motion tasks and behaviors. Our system can be used for offline and online motion generation alike, and is relevant for real-time applications such as computer games.

Technical Paper
NeuMIP: Multi-resolution Neural Materials

Alexandr Kuznetsov, Krishna Mullia, Zexiang Xu, Miloš Hašan, Ravi Ramamoorthi

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We propose NeuMIP, a neural method for representing and rendering a variety of material appearances at different scales. Classical prefiltering (mipmapping) methods work well on simple material properties such as diffuse color, but fail to generalize to normals, self-shadowing, fibers or more complex microstructures and reflectances. In this work, we generalize traditional mipmap pyramids to pyramids of neural textures, combined with a fully connected network. We also introduce neural offsets, a novel method which enables rendering materials with intricate parallax effects without any tessellation. This generalizes classical parallax mapping, but is trained without supervision by any explicit heightfield. Neural materials within our system support a 7-dimensional query, including position, incoming and outgoing direction, and the desired filter kernel size. The materials have small storage (on the order of standard mipmapping except with more texture channels), and can be integrated within common Monte-Carlo path tracing systems. We demonstrate our method on a variety of materials, resulting in complex appearance across levels of detail, with accurate parallax, self-shadowing, and other effects.

Technical Paper
Multiscale Cholesky Preconditioning for Ill-conditioned Problems

Jiong Chen, Florian Schäfer, Jin Huang, Mathieu Desbrun

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Many computer graphics applications boil down to solving sparse systems of linear equations. While the current arsenal of numerical solvers available in various specialized libraries and for different computer architectures often allow efficient and scalable solutions to image processing, modeling and simulation applications, an increasing number of graphics problems face large-scale and ill-conditioned sparse linear systems --- a numerical challenge which typically chokes both direct factorizations (due to high memory requirements) and iterative solvers (because of slow convergence). We propose a novel approach to the efficient preconditioning of such problems which often emerge from the discretization over unstructured meshes of partial differential equations with heterogeneous and anisotropic coefficients. Our numerical approach consists in simply performing a fine-to-coarse ordering and a multiscale sparsity pattern of the degrees of freedom, using which we apply an incomplete Cholesky factorization. By further leveraging supernodes for cache coherence, graph coloring to improve parallelism and partial diagonal shifting to remedy negative pivots, we obtain a preconditioner which, combined with a conjugate gradient solver, far exceeds the performance of existing carefully-engineered libraries for graphics problems involving bad mesh elements and/or high contrast of coefficients. We also back the core concepts behind our simple solver with theoretical foundations linking the recent method of operator-adapted wavelets used in numerical homogenization to the traditional Cholesky factorization of a matrix, providing us with a clear bridge between incomplete Cholesky factorization and multiscale analysis that we leverage numerically.

Technical Paper
Multi-scale Computational Visualization of Angle-dependent and Roughness-sensitive Plasmonic Structural Coloration

Wei Sen Loi, Kenneth Chau

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Figure 1: (a) Schematic diagram and (b) cross-section view of a unit cell FDTD simulation 20-nm-thick silver nanohole array of coated on glass substrate. (c) Spectral reflectance and (d) transmittance of 20-nm-thick silver nanohole array with a smooth profile and 5 distinct surface roughness profiles (colored lines). (e) Rendered images of smooth and rough silver nanohole arrays coated on spherical substrate in reflectance (second row) and transmittance (third row). The associated color difference, ∆E00, as shown in reflectance (first row) and transmittance (last row). Click the link to preview the plasmonic structural color coated on 3D objects: Link.

Poster
Monte Carlo Estimators for Differential Light Transport

Tizian Zeltner, Sébastien Speierer, Iliyan Georgiev, Wenzel Jakob

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Physically based differentiable rendering algorithms propagate derivatives through realistic light transport simulations and have applications in diverse areas including inverse reconstruction and machine learning. Recent progress has led to unbiased methods that can simultaneously compute derivatives with respect to millions of parameters. At the same time, elementary properties of these methods remain poorly understood. Current algorithms for differentiable rendering are constructed by mechanically differentiating a given primal algorithm. While convenient, such an approach is simplistic because it leaves no room for improvement. Differentiation produces major changes in the integrals that occur throughout the rendering process, which indicates that the primal and differential algorithms should be decoupled so that the latter can suitably adapt. This leads to a large space of possibilities: consider that even the most basic Monte Carlo path tracer already involves several design choices concerning the techniques for sampling materials and emitters, and their combination, e.g. via multiple importance sampling (MIS). Differentiation causes a veritable explosion of this decision tree: should we differentiate only the estimator, or also the sampling technique? Should MIS be applied before or after differentiation? Are specialized derivative sampling strategies of any use? How should visibility-related discontinuities be handled when millions of parameters are differentiated simultaneously? In this paper, we provide a taxonomy and analysis of different estimators for differential light transport to provide intuition about these and related questions.

Technical Paper
Modeling of Personalized Anatomy Using Plastic Strains

Bohan Wang, George Matcuk, Jernej Barbic

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We present a method for modeling solid objects undergoing large spatially varying and/or anisotropic strains, and use it to reconstruct human anatomy from medical images. Our novel shape deformation method uses plastic strains and the finite element method to successfully model shapes undergoing large and/or anisotropic strains, specified by sparse point constraints on the boundary of the object. We extensively compare our method to standard second-order shape deformation methods, variational methods, and surface-based methods, and demonstrate that our method avoids the spikiness, wiggliness, and other artifacts of previous methods. We demonstrate how to perform such shape deformation both for attached and un-attached (“free flying”) objects, using a novel method to solve linear systems with singular matrices with a known nullspace. Although our method is applicable to general large-strain shape deformation modeling, we use it to create personalized 3D triangle and volumetric meshes of human organs, based on magnetic resonance imaging or computed tomography scans. Given a medically accurate anatomy template of a generic individual, we optimize the geometry of the organ to match the magnetic resonance imaging or computed tomography scan of a specific individual. Our examples include human hand muscles, a liver, a hip bone, and a gluteus medius muscle (“hip abductor”).

TOG Paper
Modeling and Fabrication With Specified Discrete Equivalence Classes

Zhong-Yuan Liu, Zhan Zhang, Di Zhang, Chunyang Ye, Ligang Liu, Xiao-Ming Fu

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We propose a novel method to model and fabricate shapes using a small set of specified discrete equivalence classes of triangles. The core of our modeling technique is a fabrication-error-driven remeshing algorithm. Given a triangle and a template triangle, which are coplanar and have one-to-one corresponding vertices, we define their similarity error from a manufacturing point of view as follows: the minimizer of the maximum of the three distances between the corresponding pair of vertices concerning a rigid transformation. To compute the similarity error, we convert it into an easy-to-compute form. Then, a greedy remeshing method is developed to optimize the topology and geometry of the input mesh to minimize the fabrication error defined as the maximum similarity error of all triangles. Besides, constraints are enforced to ensure the similarity between input and output shapes and the smoothness of the resulting shapes. Since the fabrication error has been considered during the modeling process, the fabrication process is easy to proceed. To assist users in performing fabrication using common materials and tools manually, we present a straightforward manufacturing solution. The feasibility and practicability of our method are demonstrated over various examples, including seven physical manufacturing models with only nine template triangles.

Technical Paper
MoCap-Solver: A Neural Solver for Optical Motion Capture Data

Kang Chen, Yupan Wang, Song-Hai Zhang, Sen-Zhe Xu, Weidong Zhang, Shi-Min Hu

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In a conventional optical motion capture (MoCap) workflow, two processes are needed to turn captured raw marker sequences into correct skeletal animation sequences. Firstly, various tracking errors present in the markers must be fixed ( cleaning or refining ). Secondly, an agent skeletal mesh must be prepared for the actor/actress, and used to determine skeleton information from the markers ( re-targeting or solving ). The whole process, normally referred to as solving MoCap data, is extremely time-consuming, labor-intensive, and usually the most costly part of animation production. Hence, there is a great demand for automated tools in industry. In this work, we present MoCap-Solver, a production-ready neural solver for optical MoCap data. It can directly produce skeleton sequences and clean marker sequences from raw MoCap markers, without any tedious manual operations. To achieve this goal, our key idea is to make use of neural encoders concerning three key intrinsic components: the template skeleton, marker configuration and motion, and to learn to predict these latent vectors from imperfect marker sequences containing noise and errors. By decoding these components from latent vectors, sequences of clean markers and skeletons can be directly recovered. Moreover, we also provide a novel normalization strategy based on learning a pose-dependent marker reliability function, which greatly improves system robustness. Experimental results demonstrate that our algorithm consistently outperforms the state-of-the-art on both synthetic and real-world datasets.

Technical Paper
Mixture of Volumetric Primitives for Efficient Neural Rendering

Stephen Lombardi, Tomas Simon, Gabriel Schwartz, Michael Zollhoefer, Yaser Sheikh, Jason Saragih

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Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.

Technical Paper
Mid-air Drawing of Curves on 3D Surfaces in Virtual Reality

Rahul Arora, Karan Singh

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Complex 3D curves can be created by directly drawing mid-air in immersive environments (Augmented and Virtual Realities). Drawing mid-air strokes precisely on the surface of a 3D virtual object, however, is difficult, necessitating a projection of the mid-air stroke onto the user “intended” surface curve. We present the first detailed investigation of the fundamental problem of 3D stroke projection in VR. An assessment of the design requirements of real-time drawing of curves on 3D objects in VR is followed by the definition and classification of multiple techniques for 3D stroke projection. We analyze the advantages and shortcomings of these approaches both theoretically and via practical pilot testing. We then formally evaluate the two most promising techniques spraycan and mimicry with 20 users in VR. The study shows a strong qualitative and quantitative user preference for our novel stroke mimicry projection algorithm. We further illustrate the effectiveness and utility of stroke mimicry to draw complex 3D curves on surfaces for various artistic and functional design applications.

TOG Paper
Medial IPC: Accelerated Incremental Potential Contact With Medial Elastics

Lei Lan, Yin Yang, Danny Kaufman, Junfeng Yao, Minchen Li, Chenfanfu Jiang

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We propose a framework of efficient nonlinear deformable simulation with both fast continuous collision detection and robust collision resolution. We name this new framework Medial IPC as it integrates the merits from medial elastics, for an efficient and versatile reduced simulation, as well as incremental potential contact, for a robust collision and contact resolution. We leverage medial axis transform to construct a kinematic subspace. Instead of resorting to projective dynamics, we use classic hyperelastics to embrace real-world nonlinear materials. A novel reduced continuous collision detection algorithm is presented based on the medial mesh. Thanks to unique geometric properties of medial axis and medial primitives, we derive closed-form formulations for identifying between-primitive collision within the reduced medial space. In the meantime, the implicit barrier energy that generates necessary repulsion forces for collision resolution is also formulated with the medial coordinate. In other words, Medial IPC exploits a universal reduced coordinate for simulation, continuous self-/collision detection, and IPC-based collision resolution. Continuous collision detection also allows more aggressive time stepping. In addition, we carefully implement our system with a heterogeneous CPU-GPU deployment such that massively parallelizable computations are carried out on the GPU while few sequential computations are on the CPU. Such implementation also frees us from generating training poses for selecting Cubature points and pre-computing their weights. We have tested our method on complicated deformable models and collision-rich simulation scenarios. Due to the reduced nature of our system, the computation is faster than fullspace IPC or other fullspace methods using continuous collision detection by at least one order. The simulation remains high-quality as the medial subspace captures intriguing and local deformations with sufficient realism.

Technical Paper
Mechanics-aware Deformation of Yarn Pattern Geometry

Georg Sperl, Rahul Narain, Chris Wojtan

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Triangle mesh-based simulations are able to produce satisfying animations of knitted and woven cloth; however, they lack the rich geometric detail of yarn-level simulations. Naive texturing approaches do not consider yarn-level physics, while full yarn-level simulations may become prohibitively expensive for large garments. We propose a method to animate yarn-level cloth geometry on top of an underlying deforming mesh in a mechanics-aware fashion. Using triangle strains to interpolate precomputed yarn geometry, we are able to reproduce effects such as knit loops tightening under stretching. In combination with precomputed mesh animation or real-time mesh simulation, our method is able to animate yarn-level cloth in real-time at large scales.

Technical Paper