24 research outputs found
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
Advances in Virtual Prototyping: Opportunities for Clothing Manufacturers
This paper summarises the recent developments in 3D clothing design systems and discusses the features of available CAD systems. It also highlights the benefits of using such systems that the clothing manufacturers can enjoy
The effect of link-length and vertex angle on mesh generation and pattern flattening for virtual clothing
Purpose - The purpose of this paper is to identify optimum operating parameters, namely link-length and vertex angle, for producing virtual clothing prototypes for the purpose of pattern flattening. Design/methodology/approach – Commercially available physically-based simulation and flattening engines were utilised to carry out the computational part of this study. Two separately developed 3D garment templates were used for the creation of virtual garments in the form of a triangulated mesh and later for pattern unwrapping by taking differential link-lengths and vertex angles into account to ascertain their effects on the mesh quality and on the ultimate pattern flattening process. Findings – It has been found that a link-length between 10 and 15 mm and a vertex angle between 120º and 160º are optimum for the virtual clothing prototyping process. Practical Implications – The findings of this study can universally be applied to simplify the tasks of virtual clothing prototyping and pattern unwrapping using commercial software packages. Originality/Value - Previously, there has not been any guidance available for the selection of specific operational parameters to promote 3D garment design
A Reverse Approach to Virtual Shirt Prototyping and Pattern Cutting
Traditional virtual clothing prototyping is achieved by wrapping 2D pattern pieces on virtual mannequins. This paper describes a reverse approach that develops 3D garments first and unwraps 2D pattern pieces out of them. To achieve this, a 3D drawing board for men’s upper body outerwear was developed from bodyscan data by employing reverse engineering and geometric modelling techniques. The drawing platform was made scalable by integrating 12 size parameters that were found appropriate for loose-fitting shirt so that 3D grading in space can also be realised. This 3D platform can easily be used by fashion designers to develop virtual shirts by drawing simple lines and curves and by applying mesh generation tool, and to extract 2D pattern pieces automatically if an appropriate flattening engine is available within a 3D CAD environment. It has been found that a variety of shirt and jacket designs can be developed on this 3D platform. However, difficulties were faced with raglan sleeve and one-piece collar. This paper also describes the effects of technical parameters on mesh generation and pattern flattening processes
3D CAD systems for the clothing industry
The approaches for designing virtual garments may be categorised as ‘2D to 3D’ and ‘3D to 2D’. The former refers to draping flat digital pattern pieces on a virtual mannequin, and the later indicates the development of clothing design on a realistic body and subsequent flattening into 2D pattern pieces. Several computer-aided design (CAD) systems for garment visualisation in space from flat patterns have already been introduced into the clothing industry. Any industrial application of the pattern flattening technique is yet to be made, due to the non-availability of an appropriate CAD system on the market. This article reviews the historical developments of 3D CAD systems for the clothing industry, and assesses the features of currently available systems on market
Utilizing of virtual simulation to fitting the industrial pattern, Prototyping section, in Garment Factories “Case Study”
3D technology is considered one of the Pattern digital technologies that help this technology to increase, ease and speed of completion of industrial processes. This study deals with how to take advantage of 3D technology in developing the performance of the samples department in the technical department of ready-to-wear factories, in order to solve the problems of the samples section associated with the implementation of the 2D Pattern, as this problem was concluded through field study and practical experiences in ready-to-wear factories in Egypt.Controlling the fitting Pattern of clothes in the samples section faces many difficulties, the most important of which is the incompatibility of the industrial Pattern drawn with the human body “Pattern ". Where defects appeared in the product after conducting and implementing the first sample, which required making adjustments to the industrial Pattern and re-executing the sample a second time until it became free from defects and ready to perform the grading according to the measurements and the "order" of the operation order required to be executed to start production processes, which results in it. In the presence of lost time to implement the sample, as well as wasted effort, and wastes in the raw materials used in the implementation of the sample (fabric/ accessories / threads / and direct and indirect costs) that will be quantified after that.In order to find a solution to this problem, this research presents a case study using the "CLO5.1" program to improve the industrial Pattern in order to improve the quality of the male industrial Pattern drawing using 3D technology by making adjustments to some areas where the stress and stress ratios are high due to the lack of nan fitting of the Pattern. Industrial, which does not appear clearly even during implementation. The study concluded that the implementation of the CLO5.1 program in the sample section has succeeded in reducing the time wastage for sample production and the wastage of raw materials, thus reducing the cost of sample productionKey words :( 3Dtechnology ، pattern، Prototyping ، Garment Factories ،virtual simulation
UNFOLDING OF THE SURFACE OF A HUMAN BODY USING 3D CAD PROGRAM CATIA AND SOLVING OF THE POSSIBLE OUTPUTS
80 s., 2 s. příl. :il. +CD ROMDiplomová práce se zabývá metodami rozvinování rozvinutelných povrchů objektů s využitím 2D a 3D CAD programů využívaných v průmyslových odvětvích všeobecně, zejména však pro účely výroby oděvů, plastické chirurgie a antropologie. Součástí práce je ukázka postupu řešení výroby oděvu přímo ze zobrazení lidského těla s využitím programů AccuMark a Grafis.?Hlavní část práce je soustředěna na rozvinutí naskenovaného lidského těla - figuríny - pomocí rovin na těle s využitím modulů a nástrojů 3D programu CATIA?a navrhuje postup tvorby oděvu na základě získaného rozvinu v souvislosti s vytvářením vrstev jednotlivého oblečení na těle