Abstract:Recovering sewing patterns from draped 3D garments is a challenging problem in human digitization research. In contrast to the well-studied forward process of draping designed sewing patterns using mature physical simulation engines, the inverse process of recovering parametric 2D patterns from deformed garment geometry remains fundamentally ill-posed for existing methods. We propose a two-stage framework that centers on a structured intermediate representation, BoxMesh, which serves as the key to bridging the gap between 3D garment geometry and parametric sewing patterns. BoxMesh encodes both garment-level geometry and panel-level structure in 3D, while explicitly disentangling intrinsic panel geometry and stitching topology from draping-induced deformations. This representation imposes a physically grounded structure on the problem, significantly reducing ambiguity. In Stage I, a geometry-driven autoregressive model infers BoxMesh from the input 3D garment. In Stage II, a semantics-aware autoregressive model parses BoxMesh into parametric sewing patterns. We adopt autoregressive modeling to naturally handle the variable-length and structured nature of panel configurations and stitching relationships. This decomposition separates geometric inversion from structured pattern inference, leading to more accurate and robust recovery. Extensive experiments demonstrate that our method achieves state-of-the-art performance on the GarmentCodeData benchmark and generalizes effectively to real-world scans and single-view images.




Abstract:Real-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demonstrated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real-time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods.