103 research outputs found

    Real-time virtual fitting with body measurement and motion smoothing

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    Cataloged from PDF version of article.We present a novel virtual fitting room framework using a depth sensor, which provides a realistic fitting experience with customized motion filters, size adjustments and physical simulation. The proposed scaling method adjusts the avatar and determines a standardized apparel size according to the user's measurements, prepares the collision mesh and the physics simulation, with a total of 1 s preprocessing time. The real-time motion filters prevent unnatural artifacts due to the noise from depth sensor or self-occluded body parts. We apply bone splitting to realistically render the body parts near the joints. All components are integrated efficiently to keep the frame rate higher than previous works while not sacrificing realism. (C) 2014 Elsevier Ltd. All rights reserved

    Real time physics-based augmented fitting room using time-of-flight cameras

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    Ankara : The Department of Computer Engineering and the Graduate School of Engineering and Science of Bilkent University, 2013.Thesis (Master's) -- Bilkent University, 2013.Includes bibliographical references leaves 63-72.This thesis proposes a framework for a real-time physically-based augmented cloth tting environment. The required 3D meshes for the human avatar and apparels are modeled with speci c constraints. The models are then animated in real-time using input from a user tracked by a depth sensor. A set of motion lters are introduced in order to improve the quality of the simulation. The physical e ects such as inertia, external and forces and collision are imposed on the apparel meshes. The avatar and the apparels can be customized according to the user. The system runs in real-time on a high-end consumer PC with realistic rendering results.Gültepe, UmutM.S

    Automatic tailoring and cloth modelling for animation characters.

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    The construction of realistic characters has become increasingly important to the production of blockbuster films, TV series and computer games. The outfit of character plays an important role in the application of virtual characters. It is one of the key elements reflects the personality of character. Virtual clothing refers to the process that constructs outfits for virtual characters, and currently, it is widely used in mainly two areas, fashion industry and computer animation. In fashion industry, virtual clothing technology is an effective tool which creates, edits and pre-visualises cloth design patterns efficiently. However, using this method requires lots of tailoring expertises. In computer animation, geometric modelling methods are widely used for cloth modelling due to their simplicity and intuitiveness. However, because of the shortage of tailoring knowledge among animation artists, current existing cloth design patterns can not be used directly by animation artists, and the appearance of cloth depends heavily on the skill of artists. Moreover, geometric modelling methods requires lots of manual operations. This tediousness is worsen by modelling same style cloth for different characters with different body shapes and proportions. This thesis addresses this problem and presents a new virtual clothing method which includes automatic character measuring, automatic cloth pattern adjustment, and cloth patterns assembling. There are two main contributions in this research. Firstly, a geodesic curvature flow based geodesic computation scheme is presented for acquiring length measurements from character. Due to the fast growing demand on usage of high resolution character model in animation production, the increasing number of characters need to be handled simultaneously as well as improving the reusability of 3D model in film production, the efficiency of modelling cloth for multiple high resolution character is very important. In order to improve the efficiency of measuring character for cloth fitting, a fast geodesic algorithm that has linear time complexity with a small bounded error is also presented. Secondly, a cloth pattern adjusting genetic algorithm is developed for automatic cloth fitting and retargeting. For the reason that that body shapes and proportions vary largely in character design, fitting and transferring cloth to a different character is a challenging task. This thesis considers the cloth fitting process as an optimization procedure. It optimizes both the shape and size of each cloth pattern automatically, the integrity, design and size of each cloth pattern are evaluated in order to create 3D cloth for any character with different body shapes and proportions while preserve the original cloth design. By automating the cloth modelling process, it empowers the creativity of animation artists and improves their productivity by allowing them to use a large amount of existing cloth design patterns in fashion industry to create various clothes and to transfer same design cloth to characters with different body shapes and proportions with ease

    GarmentCode: Programming Parametric Sewing Patterns

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    Garment modeling is an essential task of the global apparel industry and a core part of digital human modeling. Realistic representation of garments with valid sewing patterns is key to their accurate digital simulation and eventual fabrication. However, little-to-no computational tools provide support for bridging the gap between high-level construction goals and low-level editing of pattern geometry, e.g., combining or switching garment elements, semantic editing, or design exploration that maintains the validity of a sewing pattern. We suggest the first DSL for garment modeling -- GarmentCode -- that applies principles of object-oriented programming to garment construction and allows designing sewing patterns in a hierarchical, component-oriented manner. The programming-based paradigm naturally provides unique advantages of component abstraction, algorithmic manipulation, and free-form design parametrization. We additionally support the construction process by automating typical low-level tasks like placing a dart at a desired location. In our prototype garment configurator, users can manipulate meaningful design parameters and body measurements, while the construction of pattern geometry is handled by garment programs implemented with GarmentCode. Our configurator enables the free exploration of rich design spaces and the creation of garments using interchangeable, parameterized components. We showcase our approach by producing a variety of garment designs and retargeting them to different body shapes using our configurator.Comment: Supplementary video: https://youtu.be/16Yyr2G9_6E

    Virtual Garment Resizing and Capturing Based on the Parametrized Draft

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    학위논문 (박사)-- 서울대학교 대학원 : 전기·컴퓨터공학부, 2016. 2. 고형석.This dissertation presents novel frameworks for virtual garment resizing and capturing. In the clothing industry, ready-to-wear apparel is designed from standard body, and then it is resized to fit specific body. The resizing job is called grading. Grading requires specialized tailoring techniques and extremely time. We suggest fast and simple grading technique for virtual clothing. For generating virtual garment according to real garment, pattern designing and modeling knowledge are demanded. We propose a method which converts from real garment into virtual garment. There are in need of the virtual clothes grading and modeling methods in the animation and game productions, since costume design takes an important component in the process. To perform grading job, we introduced retargeting technique which is widely utilized in the computer graphics field. Retargeting technique demands the mediator and the correspondence function. For the mediator of our method, we got the insight from the process of drawing the pattern-making draft. Noting that the draft can be completely determined by supplying the primary body sizes and the garment type, we implemented a computer module which performs the draft construction process. The module is called the parameterized draft module. Barycentric coordinates system is a reasonable method for making correspondence between garment drafts and panels on 2D. Among others, the Mean Value Coordinates (MVC) would be an excellent choice. We call this grading method Draft-space Warping. The proposed grading method can be performed instantly for any given body without calling for the user intervention. Our approach can minimize designers specialized know-how and save performing time for the grading of real and virtual clothes. Also we suggest compensation techniques to improve the quality of grading. With experimental results, we show that the new grading framework can bring an improvement to garment grading. Also, we investigated a method which can create the virtual garment from a single photograph of a real garment put on to the mannequin. Similar as our resizing method, we used pattern drafting theory in solving this problem. We utilize parameterized draft module which was introduced in draft-space warping. Then the capturing problem is reduced to find out the garment type and primary body sizes. We determine that information by analyzing the silhouette of the garment with respect to the mannequin. The method works robustly and produces practically usable virtual clothes which can be used for the graphical coordination. Both methods are devised based on the pattern-making draft. Since proposed methods perform resizing and modeling jobs on 2D, we reduce computation time for the jobs. Although, we can get the plausible results.Chapter 1 Introduction 1 1.1 Virtual Clothing Techniques 2 1.2 Motivation 5 1.2.1 Garment Resizing 5 1.2.2 Garment Creating from a Photograph 11 1.3 Contribution 14 1.4 Terminology 15 Chapter 2 Previous Work 17 2.1 Garment Resizing 18 2.1.1 Algorithms for Garment Resizing 18 2.1.2 Methods for Draft-space Encoding 19 2.2 Garment Modeling 21 2.2.1 Garment Creating 22 2.2.2 Clothes Classification 24 Chapter 3 Background 27 3.1 Introduction to the Pattern-drafting 27 3.2 Judging the Quality in the Draft-based Method 32 Chapter 4 Garment Resizing 35 4.1 Problem Description 35 4.2 Overview 36 4.3 Draft-Space Encoding and Decoding 40 4.3.1 Triangular Barycentric Coordinates 41 4.3.2 Coordinates Systems for Polygon 42 4.3.3 Comparison 46 4.4 Linear Grading using Base Draft 49 4.5 Dart Compensation 50 4.6 Results 53 4.6.1 Generation of Target Drafts 55 4.6.2 Generation of Panels 56 4.6.3 Primary Body Sizes Analysis 56 4.6.4 Silhouette Analysis 58 4.6.5 Strain Analysis 60 4.6.6 Air-Gap Analysis 63 4.6.7 Redesign using DSW 64 4.7 Discussion 66 4.8 Conclusion 67 Chapter 5 Garment Capture from a Photograph 69 5.1 Overview 69 5.2 Garment Capture 71 5.2.1 Off-line Photographing Set up 72 5.2.2 Obtaining the Garment Silhouette 72 5.2.3 Identifying the Garment Type 73 5.2.4 Identifying the PBSs 74 5.2.5 Texture Extraction 75 5.2.6 Generating the Draft and Panels 77 5.3 Results 78 5.4 Discussion 82 5.5 Conclusion 83 Chapter 6 Conclusion 85 Appendix A Implementing Local Coordinates Systems 89 Bibliography 95 초 록 111Docto

    Reshoring of Labor-Intensive Production with Special Focus on Apparel Supply Chains

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    The aim of this thesis is to find possible outcomes and enabling factors for reshoring in the context of apparel supply chains through an extensive literature review. During the last decades, most labor-intensive production has been moved to low-cost countries. A reverse movement called reshoring has recently been observed. Companies have brought back some or all of their production from offshore locations. There are many possible reasons behind this phenomenon. Companies have experienced problems such as quality issues, uncertainty, long lead times, large inventories and hidden costs with offshore production. The most important reasons for reshoring cited in academic literature reviewed for the thesis are quality, flexibility, responsiveness, cost advantage changes, labor costs, transportation costs, control, monitoring and coordinating. The cost gap between low-cost country and developed country manufacturing has decreased. A long lead time can create mismatch costs originating from over-stock or lost sales. Supply and demand can be better balanced with a shorter lead time. The location of target markets is a key factor for achieving flexibility from reshoring. Reshoring is especially fit for time-sensitive products, which have a short selling season. However, as quality is cited as the most important reason for reshoring, there is also potential for reshoring the manufacturing of products that are not time-sensitive. The research in this thesis indicates that there is potential for increasing profitability, quality and customer satisfaction in the reshoring of labor-intensive apparel production

    Resizable outerwear templates for virtual design and pattern flattening

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    The aim of this research was to implement a computer-aided 3D to 2D pattern development technique for outerwear. A preponderance of total clothing consumption is of garments in this category, which are designed to offer the wearer significant levels of ease. Yet there has not previously been on the market any system which offers a practical solution to the problems of 3D design and pattern flattening for clothing in this category. A set of 3D outerwear templates, one for men’s shirts and another for men’s trousers, has been developed to execute pattern flattening from virtual designs and this approach offers significant reduction in time and manpower involvement in the clothing development phase by combining creative and technical garment design processes into a single step. The outerwear templates developed and demonstrated in this research work can provide 3D design platforms for clothing designers to create virtual clothing as a surface layer which can be flattened to create a traditional pattern. Point-Cloud data captured by a modern white-light-based 3D body-scanning system were used as the basic input for creating the outerwear templates. A set of sectional curves, representative of anthropometric size parameters, was extracted from a virtual model generated from the body scan data by using reverse engineering software. These sectional curves were then modified to reproduce the required profile upon which to create items of men’s outerwear. The curves were made symmetrical, as required, before scaling to impart resizability. Using geometric modelling technique, a new surface was generated out of these resizable curves to form the required 3D outerwear templates. Through a set of functionality tests, it has been found that both of the templates developed in this research may be used for virtual design, 3D grading and pattern flattening
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