11 research outputs found

    Advances in Virtual Prototyping: Opportunities for Clothing Manufacturers

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    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

    A virtual garment design and simulation system

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    In this paper, a 3D graphics environment for virtual garment design and simulation is presented. The proposed system enables the three dimensional construction of a garment from its cloth panels, for which the underlying structure is a mass-spring model. The garment construction process is performed through automatic pattern generation, posterior correction, and seaming. Afterwards, it is possible to do fitting on virtual mannequins as if in a real life tailor's workshop. The system provides the users with the flexibility to design their own garment patterns and make changes on the garment even after the dressing of the model. Furthermore, rendering alternatives for the visualization of knitted and woven fabric are presented. © 2007 IEEE

    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

    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

    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

    Improving fit through the integration of anthropometric data into a computer aided design and manufacture based design process

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    For all types of clothing and body worn technologies it is important to consider how they integrate and interact with the complex shapes that form the unique profile of the human body. This interaction determines the fit of these products and it is often difficult to generate a fit that can simultaneously accommodate these complex shapes. Achieving the correct fit is determined by a number of different factors that must be combined appropriately to create the fit associated with a particular product. This is particularly applicable to Personal Protective Equipment (PPE) to ensure it provides protection while maintaining comfort, mobility and good interaction with the surrounding environment. Integrating suitable anthropometric data into the design and manufacture of this type of clothing plays a critical role in achieving a good fit. By using various processes of Computer Aided Design (CAD) and Computer Aided Manufacture (CAM), the detail contained within these data can be quickly and accurately transferred into physical tools. The aim of this study was to demonstrate and validate a method of enhancing the fit of PPE handwear. This has been achieved through an action research strategy using descriptive and practical research methods. The research tools primarily used are case studies, used to demonstrate how manually collected 2D anthropometric data can be used to generate computer models that represent these data in a 3D form. The products of the case studies are tools that have been introduced into the design and manufacture processes of commercial handwear manufacturing environments. The tools have successfully been used to produce gloves using two different manufacturing methods and been assessed to analyse their fit. An improvement in fit for the gloves has been quantified through user trials to determine the level of increased performance afforded to the wearer. The conclusions drawn from the case studies demonstrate that the integration of anthropometric data and CAD/CAM can greatly influence the fit of handwear and improve the iterative processes of its design. However, the data alone does not achieve this as the added integration of tacit knowledge related to glove design is needed to ensure the correct properties are included to the meet the needs of the target population. The methods developed in the case studies have the potential to be applied to other products where fit and interaction with the human body are important design considerations.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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