320 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

    Towards an Inclusive Virtual Dressing Room for Wheelchair-Bound Customers

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    Sustainability and Digitalization

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    The 20th Century fashion system, predicated on bi-annual presentations to wholesale buyers travelling the globe appears increasingly inappropriate in the 21st Century digital economy. The designer fashion sector in the UK is economically significant, comprising a high proportion of micro and small businesses that often serve as creative inspiration for the wider fashion system, but struggle to survive themselves. These design-led businesses have the capability to be highly agile, utilizing local and novel smaller-scale production methods and practices to meet changing demand efficiently. A number of innovators are developing alternative business models that harness digital technology for creative purposes, rather than purely for marketing and e-commerce, demonstrating the potential to be more environmentally (and economically) sustainable. This chapter discusses findings from research with micro and small fashion enterprises, investigating their use of digital technology in creative processes, and presents examples of innovations that challenge current paradigms and could have significant influence on future fashion

    Reproduction of Historic Costumes Using 3D Apparel CAD

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    The progress of digital technology has brought about many changes. In the world of fashion, 3D apparel CAD is attracting attention as the most promising product which reduces time and cost in the design process through virtual simulation. This study highlights the potential of its technology and tries to extend the boundaries of its practical use through the simulation of historical dresses. The aim of this study is to identify the desirable factors for digital costume development, to produce accurate reproductions of digital clothing from historical sources and to investigate the implications of developing it for online exhibitory and educational materials. In order to achieve this, this study went through following process. First, the theoretical background of the digital clothing technology, 3D apparel CAD and museum and new media was established through the review of various materials. Second, the desirable concepts for effective digital costume were drawn from the analysis of earlier digital costume projects considering the constraints of costume collections and limitations of the data on museum websites: faithful reproduction, virtual fabrication and Interactive and stereographic display. Third, design development was carried out for the embodiment of the concepts based on two costumes in the Museum of London: (1) preparation which provided foundation data with physical counterparts, (2) digital reproduction which generated digital costumes with simulations and (3) application development where simulations were embodied into a platform. Fourth, evaluation of the outcomes was carried with different groups of participants. The evaluation results indicated that the outcomes functioned as an effective information delivery method and had suitability and applicability for exhibitory and educational use. However, further improvement particularly in the faithfulness of current digital costumes and more consideration for the concerns for virtual and intangible nature were pointed out to be required. Nevertheless digital costumes were reviewed to bring notable benefits in complete or partial replacement of the relics, presentation of invisible features, release of physical constraints on appreciation and provision of integrated and comprehensive information. This study expects that use of digital costumes may assist museums in terms of preservation, documentation and exhibition of costume collections giving new possibility especially to the endangered garments lying in the dark

    Proposition of a PLM tool to support textile design: A case study applied to the definition of the early stages of design requirements

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    The current climate of economic competition forces businesses to adapt more than ever to the expectations of their customers. Faced with new challenges, practices in textile design have evolved in order to be able to manage projects in new work environments. After presenting a state of the art overview of collaborative tools used in product design and making functional comparison between PLM solutions, our paper proposes a case study for the development and testing of a collaborative platform in the textile industry, focusing on the definition of early stages of design needs. The scientific contributions presented in this paper are a state of the art of current PLM solutions and their application in the field of textile design; and a case study where we will present, define, and test the mock-up of a collaborative tool to assist the early stages, based on identified intermediary representations

    Augmentieren von Personen in Monokularen Videodaten

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    When aiming at realistic video augmentation, i.e. the embedding of virtual, 3-dimensional objects into a scene's original content, a series of challenging problems has to be solved. This is especially the case when working with solely monocular input material, as important additional 3D information is missing and has to be recovered during the process, if necessary. In this work, I will present a semi-automatic strategy to tackle this task by providing solutions to individual problems in the context of virtual clothing as an example for realistic video augmentation. Starting with two different approaches for monocular pose and motion estimation, I will show how to build a 3D human body model by estimating detailed shape information as well as basic surface material properties. This information allows to further extract a dynamic illumination model from the provided input material. The illumination model is particularly important for rendering a realistic virtual object and adds a lot of realism to the final video augmentation. The animated human model is able to interact with virtual 3D objects and is used in the context of virtual clothing to animate simulated garments. To achieve the desired realism, I present an additional image-based compositing approach that realistically embeds the simulated garment into the original scene content. Combining the presented approaches provide an integrated strategy for realistic augmentation of actors in monocular video sequences.Unter der Zielsetzung einer realistischen Videoaugmentierung durch das Einbetten virtueller, dreidimensionaler Objekte in eine bestehende Videoaufnahme, gibt eine Reihe interessanter und schwieriger Problemen zu lösen. Besonders im Hinblick auf die Verarbeitung monokularer Eingabedaten fehlen wichtige rĂ€umliche Informationen, welche aus den zweidimensionalen Eingabedaten rekonstruiert werden mĂŒssen. In dieser Arbeit prĂ€sentiere ich eine halbautomatische Verfahrensweise, welche es ermöglicht, die einzelnen Teilprobleme einer umfassenden Videoaugmentierung nacheinander in einer integrierten Strategie zu lösen. Dies demonstriere ich am Beispiel von virtueller Kleidung. Beginnend mit zwei unterschiedlichen AnsĂ€tzen zur Posen- und Bewegungsrekonstruktion wird ein realistisches 3D Körpermodell eines Menschen erzeugt. Dazu wird die detaillierte Körperform durch ein geeignetes Verfahren approximiert und eine Rekonstruktion der OberflĂ€chenmaterialen vorgenommen. Diese Informationen werden unter anderem dazu verwendet, aus dem Eingabevideo eine dynamische Szenenbeleuchtung zu rekonstruieren. Die Beleuchtungsinformationen sind besonders wichtig fĂŒr eine realistische Videoaugmentierung, da gerade eine korrekte Beleuchtung den RealitĂ€tsgrad des virtuell generierten Objektes erhöht. Das rekonstruierte und animierte Körpermodell ist durch seinen Detailgrad in der Lage, mit virtuellen Objekten zu interagieren. Dies kommt besonders im Anwendungsfall von virtueller Kleidung zum tragen. Um den gewĂŒnschten RealitĂ€tsgrad zu erreichen, fĂŒhre ich ein zusĂ€tzliches, bild-basiertes Korrekturverfahren ein, welches hilft, die finale Bildkomposition zu optimieren. Die Kombination aller prĂ€sentierter Teilverfahren bildet eine vollumfĂ€ngliche Strategie zur Augmentierung von monokularem Videomaterial, die zur realistischen Simulation und Einbettung von virtueller Kleidung eines Schauspielers im Originalvideo verwendet werden kann

    ICS Materials

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    This present book covers a series of outstanding reputation researchers’ contributions on the topic of ICS Materials: a new class of emerging materials with properties and qualities concerning interactivity, connectivity and intelligence. In the general framework of ICS Materials’ domain, each chapter deals with a specific aspect following the characteristic perspective of each researcher. As result, methods, tools, guidelines emerged that are relevant and applicable to several contexts such as product, interaction design, materials science and many more
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