SSILK : Self‐Supervised Integration of Latent Kinematics for Joint‐Driven Neural Garments

Abstract Garment animation systems are essential for high‐fidelity digital characters in various applications such as films and video games. We propose SSILK, a neural network‐based method that is explicitly designed to handle loose garments such as capes and robes, garment types that are notoriously hard to simulate via pose‐based garment neural simulators. We achieve this through three contributions. First, we formulate our method as a latent‐space time integration scheme inspired by Verlet integration, resulting in more temporally stable garment dynamics compared to prior methods. Second, we employ a hybrid proxy‐joint and blendshape decoder to represent full SO(3) transformations that can be too challenging to capture using blend‐shapes alone. Finally, we propose a data‐augmentation strategy to improve performance on out‐of‐distribution scenarios. We demonstrate the effectiveness of our method on various garment and character animations and compare it to the state of the art.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-11-04
DOI
https://doi.org/10.1111/cgf.70579
Primary Topic
3D Shape Modeling and Analysis
Type
article
Field-Weighted Citation Impact
0.00
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article

SSILK : Self‐Supervised Integration of Latent Kinematics for Joint‐Driven Neural Garments

Arnaud Schoentgen, Maksym Perepichka, Tiberiu Popa, Eric Paquette
Computer Graphics Forum
3D Shape Modeling and Analysis
article

SSILK : Self‐Supervised Integration of Latent Kinematics for Joint‐Driven Neural Garments

Arnaud Schoentgen, Maksym Perepichka, Tiberiu Popa, Eric Paquette
article en

Abstract

Abstract Garment animation systems are essential for high‐fidelity digital characters in various applications such as films and video games. We propose SSILK, a neural network‐based method that is explicitly designed to handle loose garments such as capes and robes, garment types that are notoriously hard to simulate via pose‐based garment neural simulators. We achieve this through three contributions. First, we formulate our method as a latent‐space time integration scheme inspired by Verlet integration, resulting in more temporally stable garment dynamics compared to prior methods. Second, we employ a hybrid proxy‐joint and blendshape decoder to represent full SO(3) transformations that can be too challenging to capture using blend‐shapes alone. Finally, we propose a data‐augmentation strategy to improve performance on out‐of‐distribution scenarios. We demonstrate the effectiveness of our method on various garment and character animations and compare it to the state of the art.

Computer Graphics Forum
Ubisoft (Canada) (CA), Concordia University (CA), École de Technologie Supérieure (CA)
Openalex Percentile: Top 21%
3D Shape Modeling and Analysis
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