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Research map / 3D vision / Face and shape

PGC: Physics-Based Gaussian Cloth from a Single Pose

CVPR 2025 · 3D vision › Face and shape · approach: Clothed human modeling · 4 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add PBR shading to 3DGS-only rendering (ablation)PGC · Novel poses (4 video sequences)FSIM: 0.825 -> 0.834Helped
Add PBR shading to 3DGS-only rendering (ablation)PGC · Novel poses (4 video sequences)LPIPS (×10−2): 3.41 -> 3.38Helped
Add Gaussian details to PBR-only rendering (ablation)PGC · Novel poses (4 video sequences)FSIM: 0.809 -> 0.834Helped
Add Gaussian details to PBR-only rendering (ablation)PGC · Novel poses (4 video sequences)LPIPS (×10−2): 4.67 -> 3.38Helped

Surprising findings

Limitations

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

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