HYPERBONES Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning
Overview
Problem
Per-vertex neural simulators such as MeshGraphNet (HOOD) can be physically accurate, but they are too expensive for real-time use. On the other hand, PCA-parameters (shape/pose) dependent models fail to capture accurate dynamics of loose garments.
Insight
Body shape and garment topology are fixed per scene, while pose changes every frame. Caching that fixed encoding once makes the per-frame inference only a motion-dependent prediction.
Efficient Approach
Unlike per-vertex feed-forward, deforming a garment via virtual-bone-guided LBS transforms reduces the network's output bandwidth requirements (per-bone prediction), while using a network embedded in UV-space to predict high-frequency wrinkles significantly reduces the inference time.
Interactive Visualization
HyperBones achieves real-time simulation of loose garments with body-shape generalization.
Method & Architecture
Virtual Bones + Physics-AwareHypernetwork + Convolutional-MLP
Training
Modules [B] and [C] share a graph encoder. Module [B] processes a canonical Body–Garment–Bones graph once to produce a shape code, skinning-weight corrections, and UV features. Module [C], a HOOD-style neural integrator, predicts physically-grounded positions under self-supervised physics losses, supervising Module [A] via a cross-branch consistency loss. Physics gradients flow through the shared encoder, making cached features dynamics-aware.
Inference
Module [C] is discarded; Module [B]’s outputs are precomputed once per body/garment. Only Module [A] runs per frame. Bone-Net corrects LBS-driven virtual bones per frame using pose history, with identity injected via hypernetwork-style FiLM conditioning on the cached shape code. A UV-space Conv-MLP adds wrinkle detail. This disentangled architecture enables realtime performance, significantly faster than MeshGraphNet-style architectures.
Initialization (LBS)
+ BoneNet
+ ConvMLP
Comparison
Physics Errors
We measure per-frame Strain, Bending, Inertia, and Gravity errors and comapre with other methods below.
| Method | Strain ↓ | Bending ↓ | Inertia ↓ | Gravity ↓ |
|---|---|---|---|---|
| SNUG [Santesteban et al.] | 3.722 | 0.181 | 0.613 | 0.516 |
| NCS [Bertiche et al.] | 4.013 | 0.147 | 1.082 | 0.613 |
| GAPS [Chen et al.] | 3.713 | 0.155 | 0.557 | 0.584 |
| HOOD [Grigorev et al.] | 3.611 | 0.142 | 0.524 | 0.598 |
| Module-C (Standalone) | 3.613 | 0.141 | 0.523 | 0.599 |
| HyperBones (w/o Module-C) | 5.116 | 0.305 | 2.310 | 0.537 |
| HyperBones (w/o Llap & Linterp) | 3.620 | 0.149 | 0.530 | 0.592 |
| HyperBones | 3.608 | 0.138 | 0.521 | 0.596 |
(Low gravity error alone does not mean better dynamics; garments that settle easily trade it for inertia error.)
Inference Time (ms)
| Method | T-shirt | Shirt | Pants | Skirt | Dress | Hoodie |
|---|---|---|---|---|---|---|
| GAPS [Chen et al.] | 2.02 | 2.02 | 1.98 | 2.72 | 3.02 | 2.14 |
| HOOD [Grigorev et al.] | 27.45 | 26.72 | 25.22 | 36.67 | 49.52 | 36.61 |
| HyperBones | 1.07 | 1.07 | 1.05 | 1.16 | 1.31 | 1.14 |
#Note: Some garment names have been shortened for convenience (e.g. Hooded Tight Dress → Hoodie). Please refer to the paper for the original sample names.
Direct Self-Supervision vs. Temporal Integration
Effect of Bone Density
For simple garments, 32 bones lead to high collision errors and 64 bones yield acceptable (but imperfect results). For complex loose garments, fewer than 128 bones produce visually degraded deformations and low simulation accuracy.
Geometrical Errors
Edge ( εe ), Area ( εa ), and Collision ( εc ) errors on 'Shirt' and 'Dress' meshes.
| Shirt | Dress | |||||
|---|---|---|---|---|---|---|
| #Bones | εe | εa | εc | εe | εa | εc |
| 32 | 4.812 | 6.412 | 0.687 (±0.598) | 8.234 | 11.876 | 4.123 (±2.187) |
| 64 | 2.687 | 3.487 | 0.213 (±0.254) | 5.432 | 7.298 | 2.187 (±1.412) |
| 128 | 2.312 | 3.101 | 0.118 (±0.187) | 2.287 | 3.076 | 0.121 (±0.193) |
Additional Results
BibTeX Citation
@misc{srivastava2026hyperbonesrealtimebonedrivenneural,
title = {HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning},
author = {Astitva Srivastava and Hsiao-Yu Chen and Ryan Goldade and
Philipp Herholz and Zhongshi Jiang and Gene Wei-Chin Lin and
Lingchen Yang and Nikolaos Sarafianos and Tuur Stuyck and
Doug Roble and Avinash Sharma and Egor Larionov},
year = {2026},
eprint = {2605.20460},
archivePrefix = {arXiv},
primaryClass = {cs.GR},
url = {https://arxiv.org/abs/2605.20460},
}