2,681 research outputs found

    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

    가상 의복의 생성, 수정 및 시뮬레이션을 위한 조작이 간편하고 문제를 발생시키지 않는 방법에 대한 연구

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    학위논문 (박사)-- 서울대학교 대학원 : 자연과학대학 협동과정 계산과학전공, 2016. 2. 고형석.This dissertation presents new methods for the construction, editing, and simulation of virtual garments. First, we describe a construction method called TAGCON, which constructs three-dimensional (3D) virtual garments from the given tagged and packed panels. Tagging and packing are performed by the user, and involve simple labeling and two-dimensional (2D) manipulation of the panelshowever, it does not involve any 3D manipulation. Then, TAGCON constructs the garment automatically by using algorithms that (1) position the panels at suitable locations around the body, and (2) find the matching seam lines and create the seam. We perform experiments using TAGCON to construct various types of garments. The proposed method significantly reduces the construction time and cumbersomeness. Secondly, we propose a method to edit virtual garments with synced 2D and 3D modification. The presented methods of linear interpolation, extrapolation, and penetration detection help users to edit the virtual garment interactively without the loss of 2D and 3D synchronization. After that, we propose a method to model the non-elastic components in the fabric stretch deformation in the context of developing physically based fabric simulator. We find that the above problem can be made tractable if we decompose the stretch deformation into the immediate elastic, viscoelastic, and plastic components. For the purpose of the simulator development, the decomposition must be possible at any stage of deformation and any occurrence of loading and unloading. Based on the observations of various constant force creep measurements, we make an assumption that, within a particular fabric, the viscoelastic and plastic components are proportional to each other and their ratio is invariant over time. Experimental results produced with the proposed method match with general expectations, and show that the method can represent the non-elastic stretch deformation for arbitrary time-varying force. In addition, we present a method to represent stylish elements of garments such as pleats and lapels. Experimental results show that the proposed method is effective at resolving problems that are not easily resolved using physically based cloth simulators.Chapter 1 Introduction 1 1.1 Digital Clothing 1 1.2 Garment Modeling 5 1.3 Physical Cloth Simulation 7 1.4 Dissertation Overview 9 Chapter 2 Previous Work 11 2.1 Garment Modeling 11 2.2 Physical Cloth Simulation 15 Chapter 3 Automatic Garment Construction from Pattern Analysis 17 3.1 Panel Classification 19 3.1.1 Panel Tagging 19 3.1.2 Panel Packing 22 3.1.3 Tagging-and-Packing Process 23 3.2 Classification of Seam-Line 24 3.3 Seam Creation 25 3.3.1 Creating the Intra-pack Seams 26 3.3.2 Creating the Inter-pack Seams 27 3.3.3 Creating the Inter-layer Seams 30 3.3.4 Seam-creation Process 31 3.4 Experiments 32 3.5 Conclusion 34 Chapter 4 Synced Garment Editing 39 4.1 Introduction to Synced Garment Editing 39 4.2 Geometric Approaches vs. Sensitivity Analysis 41 4.3 Trouble Free Synced Garment Editing 43 Chapter 5 Physically Based Non-Elastic Clothing Simulation 49 5.1 Classification of Deformation 50 5.2 Modeling Non-Elastic Deformations 53 5.2.1 Development of the Non-Elastic Model 55 5.2.2 Parameter Value Determination 60 5.3 Implementation 61 5.4 Experiments 65 Chapter 6 Tangle Avoidance with Pre-Folding 73 6.1 Problem of the First Frame Tangle 73 6.2 Tangle Avoidance with Pre-Folding 75 Chapter 7 Conclusion 81 Appendix A Simplification in the Decomposition of Stretch Deformation 85 Bibliography 87 초 록 99Docto

    Real-time simulation and visualisation of cloth using edge-based adaptive meshes

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    Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character

    Character modelling for AAA videogames

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    This work deals with the creation of a 3D character, focused on videogames, inspired by the art of Kingdom Hearts and Disney/Pixar, choosing Ratatouille as the theme of the character. For this, the references used are both from the movies and from the art books of the movie to obtain a character that will be correctly integrated into the video game, since the game is very inspired by the movies, we have tried to obtain an art that is as similar to the film as possible. Realistic hair has been created from technologies that have been investigated such as XGen, which is a Maya tool that allows them to be created. To integrate it into a video game, it has also been studied how to make a correct retopology of the hair since otherwise each hair would be formed by a curve and there may be thousands of them, so rendering them in an engine harms the performance of the scene, each time less due the advances that are being made in them. There has also been an apprenticeship on how to create clothes through other software such as Marvelous Designer, which allows you to create garments through patterns and fabric simulation. Finally, it has been integrated into a 3D engine such as Unreal, to verify that the character works correctly, and animations and poses have been added to present the character in the portfolio. Likewise, renders have also been made with Arnold to create images of the character at a high resolution and detail OBJECTIVES: The main objective of this project is create a 3D character, which can be used in a AAA videogame. The style chosen for this character will be a Disney/Pixar style and the video game in which it would be integrated would be Kingdom Hearts but with a better graphic quality, this means textures with a higher resolution trying to maintain a suitable polygon density for this type of video game. Another objective is the learning and improvement of different processes for the creation of characters

    Sensorized garments developed for remote postural and motor rehabilitation

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    Every day, all around the world, millions of people request postural and/or motor rehabilitation. The rehabilitation process, also known as Tertiary Prevention, intends to be a sort of therapy to restore functionality and self-sufficiency of the patient, and regards not only millions of patients daily, but involves also a huge number of professionals in medical staffs, i.e. specialists, nurses, physiotherapists and therapists, social workers, psychologists, physiatrists. The care is given in hospitals, clinics, geriatric facilities, and with territorial home care. For the large number of patients as well as the medical staff and facilities necessary to support the appropriate postural and motor training, the monetary costs of rehabilitation is so large, it is difficult to estimate. So, every effort towards a simplification of the rehabilitation route is desirable and welcome, and this chapter covers this aspect

    Virtual Garment Creation

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    3D CAD systems for the clothing industry

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    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
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