  To make 3D human avatars widely available, we must be able to generate a
variety of 3D virtual humans with varied identities and shapes in arbitrary
poses. This task is challenging due to the diversity of clothed body shapes,
their complex articulations, and the resulting rich, yet stochastic geometric
detail in clothing. Hence, current methods to represent 3D people do not
provide a full generative model of people in clothing. In this paper, we
propose a novel method that learns to generate detailed 3D shapes of people in
a variety of garments with corresponding skinning weights. Specifically, we
devise a multi-subject forward skinning module that is learned from only a few
posed, un-rigged scans per subject. To capture the stochastic nature of
high-frequency details in garments, we leverage an adversarial loss formulation
that encourages the model to capture the underlying statistics. We provide
empirical evidence that this leads to realistic generation of local details
such as wrinkles. We show that our model is able to generate natural human
avatars wearing diverse and detailed clothing. Furthermore, we show that our
method can be used on the task of fitting human models to raw scans,
outperforming the previous state-of-the-art.
