Research map / 3D vision / Face and shape
PGC: Physics-Based Gaussian Cloth from a Single Pose
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Reconstructs simulation-ready garments from a single static multi-view capture by combining mesh-embedded 3D Gaussian splats with a cloth-specific physically based shading model via high/low-frequency hybrid rendering.
Problem
Reconstructing photorealistic, simulation-ready garments with fine appearance that generalize to new poses and lighting without multi-frame tracking or large data.
Approach
Hybrid rendering that takes the low-pass of a PBR-shaded mesh (far-field pose-dependent shading, with sheen BRDF) and adds the high-pass of mesh-embedded Gaussian splats (near-field fabric detail), with Gaussian colors driven by the shaded texture, all fitted from one static frame.
Key results
- Full method achieves FSIM 0.834 and LPIPS 3.38e-2 on novel poses, beating Animatable Gaussians (0.827, 3.39) and SCARF (0.764, 5.00).
- Ablation: 3DGS-Only reaches FSIM 0.825 / LPIPS 3.41 and PBR-Only 0.809 / 4.67, so combining both representations gives the best scores.
- Method runs in real time for rendering and simulation, and avoids the 24.5 hours of multi-view registration needed by Gaussian Garments.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add PBR shading to 3DGS-only rendering (ablation) | PGC · Novel poses (4 video sequences) | FSIM: 0.825 -> 0.834 | Helped |
| Add PBR shading to 3DGS-only rendering (ablation) | PGC · Novel poses (4 video sequences) | LPIPS (×10−2): 3.41 -> 3.38 | Helped |
| Add Gaussian details to PBR-only rendering (ablation) | PGC · Novel poses (4 video sequences) | FSIM: 0.809 -> 0.834 | Helped |
| Add Gaussian details to PBR-only rendering (ablation) | PGC · Novel poses (4 video sequences) | LPIPS (×10−2): 4.67 -> 3.38 | Helped |
Surprising findings
- Animatable Gaussians gives slightly higher PSNR than the proposed method, attributed to sag in the simulated rest shape rather than appearance quality.
Limitations
- Ignores pose- and lighting-dependent effects on high-frequency appearance; limited by 3DGS coverage of under-observed areas.
- Albedo extraction per view yields inconsistent colors when back-projected, causing far-field artifacts.
- Rest shape taken from reconstructed geometry, causing sagging under gravity; shell geometry assumption fails for pockets, multi-layer garments, and openings.
Experimental setup
Datasets: in-house multi-view capture of 4 garments (170 cameras, 4096x2668)
Benchmarks: in-house novel-pose multi-view sequences (4 sequences, 150 unseen frames each)
Metrics: LPIPS FSIM
Baselines: SCARF Animatable Gaussians 3DGS-Only PBR-Only
Builds on: 3D Gaussian splatting Disney BRDF XPBD Gaussian Garments
Closest papers by meaning
- GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB Cameras (CVPR 2025 · similarity 0.91)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.88)
- Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping (ICLR 2025 · similarity 0.87)
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.87)
- GarFast: Realistic and Fast Garment Transfer with a Simplified Parser-Free Approach (AAAI 2025 · similarity 0.86)
- SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering (CVPR 2024 · similarity 0.86)
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