791 research outputs found

    Realistic Visualization of Accessories within Interactive Simulation Systems for Garment Prototyping

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    In virtual garment prototyping, designers create a garment design by using Computer Aided Design (CAD). In difference to traditional CAD the word "aided" in this case refers to the computer replicating real world behavior of garments. This allows the designer to interact naturally with his design. The designer has a wide range of expressions within his work. This is done by defining details on a garment which are not limited to the type of cloth used. The way how cloth patterns are sewn together and the style and usage of details of the cloth's surface, like appliqués, have a strong impact on the visual appearance of a garment to a large degree. Therefore, virtual and real garments usually have a lot of such surface details. Interactive virtual garment prototyping itself is an interdisciplinary field. Several problems have to be solved to create an efficiently usable real-time virtual prototyping system for garment manufacturers. Such a system can be roughly separated into three sub-components. The first component deals with acquisition of material and other data needed to let a simulation mimic plausible real world behavior of the garment. The second component is the garment simulation process itself. Finally, the third component is centered on the visualization of the simulation results. Therefore, the overall process spans several scientific areas which have to take into account the needs of each other in order to get an overall interactive system. In my work I especially target the third section, which deals with the visualization. On the scientific side, the developments in the last years have shown great improvements on both speed and reliability of simulation and rendering approaches suitable for the virtual prototyping of garments. However, with the currently existing approaches there are still many problems to be solved, especially if interactive simulation and visualization need to work together and many object and surface details come into play. This is the case when using a virtual prototyping in a productive environment. The currently available approaches try to handle most of the surface details as part of the simulation. This generates a lot of data early in the pipeline which needs to be transferred and processed, requiring a lot of processing time and easily stalls the pipeline defined by the simulation and visualization system. Additionally, real world garment examples are already complicated in their cloth arrangement alone. This requires additional computational power. Therefore, the interactive garment simulation tends to lose its capability to allow interactive handling of the garment. In my work I present a solution, which solves this problem by moving the handling of design details from the simulation stage entirely to a completely GPU based rendering stage. This way, the behavior of the garment and its visual appearance are separated. Therefore, the simulation part can fully concentrate on simulating the fabric behavior, while the visualization handles the placing of surface details lighting, materials and self-shadowing. Thus, a much higher degree of surface complexity can be achieved within an interactive virtual prototyping system as can be done with the current existing approaches

    Historical Costume Simulation

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    The aim of this study is to produce accurate reproductions of digital clothing from historical sources and to investigate the implications of developing it for online museum exhibits. In order to achieve this, the study is going through several stages. Firstly, the theoretical background of the main issues will be established through the review of various published papers on 3D apparel CAD, drape and digital curation. Next, using a 3D apparel CAD system, this study attempts the realistic visualization of the costumes based on the establishment of a valid simulation reference. This paper reports the pilot exercise carried out to scope the requirements for going forward

    Three dimensional simulation of cloth drape

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    Research has been carried out in the study of cloth modelling over many decades. The more recent arrival of computers however has meant that the necessary complex calculations can be performed quicker and that visual display of the results is more realistic than for the earlier models. Today's textile and garment designers are happy to use the latest two dimensional design and display technology to create designs and experiment with patterns and colours. The computer is seen as an additional tool that performs some of the more tedious jobs such as re-drawing, re-colouring and pattern sizing. Designers have the ability and experience to visualise their ideas without the need for photo reality. However the real garment must be created when promoting these ideas to potential customers. Three dimensional computer visualisation of a garment can remove the need to create the garment until after the customer has placed an order. As well as reducing costs in the fashion industry, realistic three dimensional cloth animation has benefits for the computer games and film industries. This thesis describes the development of a realistic cloth drape model. The system uses the Finite Element Method for the draping equations and graphics routines to enhance the visual display. During the research the problem of collision detection and response involving dynamic models has been tackled and a unique collision detection method has been developed. This method has proved very accurate in the simulation of cloth drape over a body model and is also described in the thesis. Three dimensional design and display are seen as the next logical steps to current two dimensional practices in the textiles industry. This thesis outlines current and previous cloth modelling studies carried out by other research groups. It goes on to provide a full description of the drape method that has been developed during this research period

    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

    Fit evaluation of virtual garment try-on by learning from digital pressure data

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    Presently, garment fit evaluation mainly focuses on real try-on, and rarely deals with virtual try-on. With the rapid development of E-commerce, there is a profound growth of garment purchases through the internet. In this context, fit evaluation of virtual garment try-on is vital in the clothing industry. In this paper, we propose a Naive Bayes-based model to evaluate garment fit. The inputs of the proposed model are digital clothing pressures of different body parts, generated from a 3D garment CAD software; while the output is the predicted result of garment fit (fit or unfit). To construct and train the proposed model, data on digital clothing pressures and garment real fit was collected for input and output learning data respectively. By learning from these data, our proposed model can predict garment fit rapidly and automatically without any real try-on; therefore, it can be applied to remote garment fit evaluation in the context of e-shopping. Finally, the effectiveness of our proposed method was validated using a set of test samples. Test results showed that digital clothing pressure is a better index than ease allowance to evaluate garment fit, and machine learning-based garment fit evaluation methods have higher prediction accuracies

    Technology enablers for the implementation of Industry 4.0 to traditional manufacturing sectors: A review

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    The traditional manufacturing sectors (footwear, textiles and clothing, furniture and toys, among others) are based on small and medium enterprises with limited capacity on investing in modern production technologies. Although these sectors rely heavily on product customization and short manufacturing cycles, they are still not able to take full advantage of the fourth industrial revolution. Industry 4.0 surfaced to address the current challenges of shorter product life-cycles, highly customized products and stiff global competition. The new manufacturing paradigm supports the development of modular factory structures within a computerized Internet of Things environment. With Industry 4.0, rigid planning and production processes can be revolutionized. However, the computerization of manufacturing has a high degree of complexity and its implementation tends to be expensive, which goes against the reality of SMEs that power the traditional sectors. This paper reviews the main scientific-technological advances that have been developed in recent years in traditional sectors with the aim of facilitating the transition to the new industry standard.This research was supported by the Spanish Research Agency (AEI) and the European Regional Development Fund (ERDF) under the project CloudDriver4Industry TIN2017-89266-R

    Stop-and-go cloth draping

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    The aim of cloth draping is to compute the rest state of a piece of cloth, possibly in contact with other solid objects, as quickly as possible. The context of free motion and very large deformations specific to cloth simulation makes the usual energy minimization schemes traditionally used in mechanical engineering inefficient. Therefore, most cloth draping applications only rely on dynamic simulation with ad hoc viscous damping or the dissipative behavior of numerical integration methods for obtaining convergence to the rest position of the cloth. We propose a "stop-and-go” technique which cuts out the velocity of the object at particular times for converging to the rest state, while taking advantage of the natural cloth motion toward equilibrium. This scheme can very easily complement any existing dynamical cloth simulation system, using either implicit or explicit numerical integration method
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