2,798 research outputs found

    A new automated workflow for 3D character creation based on 3D scanned data

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    In this paper we present a new workflow allowing the creation of 3D characters in an automated way that does not require the expertise of an animator. This workflow is based of the acquisition of real human data captured by 3D body scanners, which is them processed to generate firstly animatable body meshes, secondly skinned body meshes and finally textured 3D garments

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    A 3D descriptor to detect task-oriented grasping points in clothing

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    © 2016. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/Manipulating textile objects with a robot is a challenging task, especially because the garment perception is difficult due to the endless configurations it can adopt, coupled with a large variety of colors and designs. Most current approaches follow a multiple re-grasp strategy, in which clothes are sequentially grasped from different points until one of them yields a recognizable configuration. In this work we propose a method that combines 3D and appearance information to directly select a suitable grasping point for the task at hand, which in our case consists of hanging a shirt or a polo shirt from a hook. Our method follows a coarse-to-fine approach in which, first, the collar of the garment is detected and, next, a grasping point on the lapel is chosen using a novel 3D descriptor. In contrast to current 3D descriptors, ours can run in real time, even when it needs to be densely computed over the input image. Our central idea is to take advantage of the structured nature of range images that most depth sensors provide and, by exploiting integral imaging, achieve speed-ups of two orders of magnitude with respect to competing approaches, while maintaining performance. This makes it especially adequate for robotic applications as we thoroughly demonstrate in the experimental section.Peer ReviewedPostprint (author's final draft

    Exploring the Abilities of 3D Printing and its Viability for Consumption in the Fashion Industry

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    Abstract With the ever-evolving state of today’s technology, designers and retailers in the apparel industry are seeking out new technological methods that have the capacity to revolutionize and individualize their brand, as well as meet consumer needs and preferences. An emerging technology is 3D printing, which utilizes computer-aided technology and a variety of filaments to construct an object. Though 3D printing technology offers the ability for rapid prototyping, a condensed supply chain, and a sustainable additive manufacturing process, there is question as to whether or not consumers are ready for 3D printed clothing to enter their wardrobes. In this creative study, the authors designed a 3D printed garment in order to test whether 3D printers could be used to make wearable clothing of similar characteristics to clothing typically made of fabric. A survey was then conducted on the University of Arkansas campus to measure consumer response to the project garment. Three primary factors were measured: prior exposure and interest in 3D printing, general fashion interest, and aesthetic appeal of the project 3D printed garment. Overall perceptions of the project garment as well as further use of 3D printing for the apparel industry were positive. The ability of this study to create a fully 3D printed garment as well as understand consumer response to 3D printed clothing provides insight into this emerging technology. The results warrant further research into its capabilities for fashion and that the fashion industry could move towards adopting this technology on a wider scale in coming years. The results indicate that a major transformation in ready-to-wear style is feasible and beneficial to the apparel industry because of 3D printing. Keywords: 3D printing, fashion, consumer preference, sustainability, apparel, technolog

    Guided Filtering based Pyramidal Stereo Matching for Unrectified Images

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    Stereo matching deals with recovering quantitative depth information from a set of input images, based on the visual disparity between corresponding points. Generally most of the algorithms assume that the processed images are rectified. As robotics becomes popular, conducting stereo matching in the context of cloth manipulation, such as obtaining the disparity map of the garments from the two cameras of the cloth folding robot, is useful and challenging. This is resulted from the fact of the high efficiency, accuracy and low memory requirement under the usage of high resolution images in order to capture the details (e.g. cloth wrinkles) for the given application (e.g. cloth folding). Meanwhile, the images can be unrectified. Therefore, we propose to adapt guided filtering algorithm into the pyramidical stereo matching framework that works directly for unrectified images. To evaluate the proposed unrectified stereo matching in terms of accuracy, we present three datasets that are suited to especially the characteristics of the task of cloth manipulations. By com- paring the proposed algorithm with two baseline algorithms on those three datasets, we demonstrate that our proposed approach is accurate, efficient and requires low memory. This also shows that rather than relying on image rectification, directly applying stereo matching through the unrectified images can be also quite effective and meanwhile efficien

    Historic Costume Simulation and its Application

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    This study highlights the potential of new technology as a means to provide new possibility for costumes in fragile condition to be utilised. The aim of this study is to create accurate digital duplicates of costumes from historical sources, and to explore the possibility of developing them as an exhibitory and educational method applying 3D apparel CAD and new media. To achieve this, three attributes for qualities of effective digital costumes were suggested: faithful reproduction, virtual fabrication, and interactive and stereographic appreciation. Based on these qualities, digital costumes and a PC application were produced and evaluated
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