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Showing content from https://github.com/openxrlab/xrtailor below:

openxrlab/xrtailor: OpenXRLab GPU Cloth Simulation Engine


XRTailor is a GPU-accelerated cloth simulation engine optimized for large-scale data generation. By leveraging parallel computing techniques, XRTailor delivers high-fidelity cloth dynamics while maintaining performance, making it a practical choice for applications in animation, gaming and machine learning dataset synthesis.

demo-mechanics.mp4

demo-mode.mp4

demo-smpl.mp4

demo-gltf.mp4

demo-cli.mp4

demo-crowd.mp4

demo-gui.mp4

Please refer to our documentation page for more details.

XRTailor is an open source project that is contributed by researchers and engineers from both the academia and the industry. We appreciate all the contributors who implement their methods or add new features, as well as users who give valuable feedbacks.

The license of our codebase is Apache-2.0, see LICENSE for more information. Note that XRTailor is developed upon other open-source projects and uses many third-party libraries. Refer to docs/licenses to view the full licenses list. We would like to pay tribute to open-source implementations to which we rely on.

If you find this project useful in your research, please consider cite:

@misc{xrtailor,
    title={OpenXRLab GPU Cloth Simulator},
    author={XRTailor Contributors},
    howpublished = {\url{https://github.com/openxrlab/xrtailor}},
    year={2025}
}

We appreciate all contributions to improve XRTailor. Please refer to CONTRIBUTING.md for the contributing guideline.

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[10]: Karras, Tero. "Maximizing parallelism in the construction of BVHs, octrees, and k-d trees." Proceedings of the Fourth ACM SIGGRAPH/Eurographics conference on High-Performance Graphics. 2012.

[11]: Tang M, Liu Z, Tong R, et al. PSCC: Parallel self-collision culling with spatial hashing on GPUs[J]. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2018, 1(1): 1-18.

[12]: Damkjær J. Stackless BVH collision detection for physical simulation[J]. University of Copenhagen Universitetsparken: København, Denmark, 2007.

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[14]: Provot X. Collision and self-collision handling in cloth model dedicated to design garments[C]//Computer Animation and Simulation’97: Proceedings of the Eurographics Workshop in Budapest, Hungary, September 2–3, 1997. Vienna: Springer Vienna, 1997: 177-189.

[15]: Wang, Bolun, et al. "A large-scale benchmark and an inclusion-based algorithm for continuous collision detection." ACM Transactions on Graphics (TOG) 40.5 (2021): 1-16.

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[17]: Tang M, Curtis S, Yoon S E, et al. Interactive continuous collision detection between deformable models using connectivity-based culling[C]//Proceedings of the 2008 ACM symposium on Solid and physical modeling. 2008: 25-36.

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[19]: Narain R, Samii A, O'brien J F. Adaptive anisotropic remeshing for cloth simulation[J]. ACM transactions on graphics (TOG), 2012, 31(6): 1-10.

[20]: Tang M, Wang T, Liu Z, et al. I-Cloth: Incremental collision handling for GPU-based interactive cloth simulation[J]. ACM Transactions on Graphics (TOG), 2018, 37(6): 1-10.

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[22]: Lewin C. Cloth Self Collision with Predictive Contacts[C]//Game Developers Conference. 2018.

[23]: Baraff D, Witkin A, Kass M. Untangling cloth[J]. ACM Transactions on Graphics (TOG), 2003, 22(3): 862-870.

[24]: Volino P, Magnenat-Thalmann N. Resolving surface collisions through intersection contour minimization[J]. ACM Transactions on Graphics (TOG), 2006, 25(3): 1154-1159.

[25]: Ye J, Zhao J. The intersection contour minimization method for untangling oriented deformable surfaces[C]//Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 2012: 311-316.

[26]: Wang H, Yang Y. Descent methods for elastic body simulation on the GPU[J]. ACM Transactions on Graphics (TOG), 2016, 35(6): 1-10.

[27] SMPL: A Skinned Multi-Person Linear Model. Matthew Loper, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, Michael J. Black. 2015

[28] Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image. Federica Bogo*, Angjoo Kanazawa*, Christoph Lassner, Peter Gehler, Javier Romero, Michael Black. 2016

[29] Embodied Hands: Modeling and Capturing Hands and Bodies Together. Javier Romero*, Dimitrios Tzionas*, and Michael J Black. 2017

[30] Expressive Body Capture: 3D Hands, Face, and Body from a Single Image. G. Pavlakos*, V. Choutas*, N. Ghorbani, T. Bolkart, A. A. A. Osman, D. Tzionas and M. J. Black. 2019

[31] AMASS: Archive of Motion Capture as Surface Shapes. Mahmood, Naureen and Ghorbani, Nima and Troje, Nikolaus F. and Pons-Moll, Gerard and Black, Michael J.


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