• Title/Summary/Keyword: 가상착의시스템

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A Virtual Fitting System Using The Top and Bottom Image of Garment (상하의 의류 영상을 이용한 가상 의류 착의 시스템)

  • Choi, Ran;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.941-950
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    • 2012
  • A virtual garment fitting system which fits the top and bottom of a garment on 3D body data is introduced. This system uses the laser scanned 3D body data and the digital images photographed the front and back of a garment. The digital images are modeled to reflect tensions among particles in the images and the friction and gravity effects are considered in the fitting process to the body data. When a bottom is fitted, a virtual belt to hold the bottom in the waist is introduced since gravity effects pull down it. Also the process for fitting the top and bottom on layers is proposed here. The system has the strengths that it uses only the front and back image of a garment instead of using complicated patterns of a garment, and provides a realistic fit result as a 3D figure. As on-line retailing shop in present displays front and back images of garments, this system also does. However this system provides a differentiated service to user than present retailing shop as showing a 3D fit image. It will make a new trend in online shop retailing of garment.

2D Image-based Virtual Wearing System : Textile Texture Mapping (2D 실사 기반 가상 착의 시스템 : 직물 텍스쳐 매핑)

  • Oh, Young-Geol;Kwak, No-Yoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.21-26
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    • 2006
  • 본 논문은 가상 착의 시스템에 관한 것으로, 2D의류 모델 영상에서 의류 형상을 분할한 후, 분할된 의류 형상 영역의 음영 및 조명 특성을 유지하면서 사용자가 선택한 새로운 직물 패턴을 가상적으로 착용시킬 수 있는 2D 실사 기반 가상 착의 시스템의 직물 텍스쳐 매핑에 관한 것이다. 제안된 방법은 다양한 디지털 환경에서 실시간 처리가 가능하고 자연스럽고 사실적인 착용감을 제공할 뿐만 아니라 사용자의 수작업을 최대한 제거한 반자동화 처리가 가능하기 때문에 높은 실용성과 편리한 사용자 인터페이스를 제공할 수 있는 것이 특징이다. 제안된 방법에 따르면 실제 의복을 제작하지 않은 상태에서도 직물 원단의 디자인이 의복의 외관에 미치는 영향을 시뮬레이션할 수 있음에 따라 직물 디자이너의 창작활동을 도와줄 수 있고, 온라인상에서 직물 원단이나 의류를 거래할 시에 구매자의 의사결정을 지원해 B2B 또는 B2C 전자상거래 행위를 촉진할 수 있다. 더불어 기성복이나 맞춤복 모두에 대해 소비자가 자신의 취향에 어울리는 직물 패턴을 용이하게 선택하고 디자인하여 주문제작을 수행하는 거래환경을 조성할 수 있다.

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Object VR-based 2.5D Virtual Textile Wearing System : Viewpoint Vector Estimation and Textile Texture Mapping (오브젝트 VR 기반 2.5D 가상 직물 착의 시스템 : 시점 벡터 추정 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.19-26
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    • 2008
  • This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

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Design and Implementation of a Virtual Fitting System Using Kinect (키넥트를 이용한 가상 의류 착의 시스템)

  • Park, Yeong-Seok;Jang, Sung-Bong;Kim, Byung-Man;Choi, Jung-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.749-750
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    • 2016
  • 본 논문에서는 키넥트를 이용한 가상 착의 시스템을 제안하고 설계한다. 본 시스템에서는 키넥트에 연결된 카메라로 사용자 영상을 촬영하고 촬영된 영상과 상반식 좌표를 시스템에 전송한다. 시스템은 수신된 영상으로부터, 상반신을 찾아내고 이를 가상의류 이미지와 합성시켜 사용자에게 보여준다. 사용자는 여러 가상 의류이미지를 실시간으로 변경해가며, 자신에게 가장 잘 어울리는 의류를 선택할 수 있다. 본 시스템의 장점은 사용자가 온라인 쇼핑시, 직접 매장을 방문하지 않고 가상으로 옷을 입어봄으로써, 자신에게 어울리는 옷을 편리하게 고를 수 있다는 점이다.

A Study on Fabric Color Mapping for 2D Virtual Wearing System (2D 가상 착의 시스템의 직물 컬러 매핑에 관한 연구)

  • Kwak, No-Yoon
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.287-294
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    • 2006
  • Mass-customization is fast growing a segment of the apparel market. 2D Virtual wearing system is one of visual support tools that make possible to sell apparel before producing and reduce the time and costs related to product development and manufacturing in the world of apparel mass-customization. This paper is related to fabric color mapping method for 2D image-based virtual wearing system. In proposed method, clothing shape section of interest is segmented from a clothes model image using a region growing method, and then mapping a new fabric color selected by user into it based on its intensity difference map is processed. With the proposed method in 2D virtual wearing system, regardless of color or intensity of model clothes, it is possible to virtually change the fabric color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple fabric color combinations for individual styles or entire outfits.

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Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket (여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.3
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    • pp.15-22
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    • 2016
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 24 members of patterner and 22 members of designer. On that appearance evaluation by designer group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. On that appearance evaluation by patterner group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. There were the differences on 4 areas: 1 questions of the side, 1 questions on the back, 7 questions on the sleeve, and 1 questions on the collar, and the results showed that the 3D garment simulation was preferable on each question.

A Study on the Shape of Hem-line of Semi-Flare Skirts according to a Cutting Angle - Based on the Comparison between Real Clothing and 3D Virtual Clothing - (재단 각도에 따른 세미 플레어 스커트의 외관 및 헴라인 드레이프 형상에 관한 연구 - 실제 착의와 i-Designer의 가상 착의 시스템을 중심으로 -)

  • Koo, Mi-Ran;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.17 no.3
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    • pp.499-511
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    • 2009
  • As the demand of the consumer for high-sense clothing, relation with materials is becoming important even in clothing construction. Especially, the cutting angle of materials is becoming an crucial element in the formation of silhouette, and drape of Hem line, of skirts. Accordingly, in this study, Hem line shapes between real clothing and 3D virtual clothing of "i-Designer" were analyzed by manufacturing semi-flare skirts of polyester 100% according to a cutting angle, and the results are as follows. As a result of comparison of silhouette between the real clothing and the virtual clothing, the real and the virtual have a similar feeling regardless of a cutting angle. In case of drape shapes, both the front and the lateral side were represented in almost similar shapes. The back side, however, the real and the virtual showed a great difference in case of grain direction. And in the whole silhouette, the real and the virtual were represented similarly. It could be known that with regard to Hem-line drape shapes between the real clothing and the virtual according to a cutting angle, the real clothing is represented in a location farther from the body than the virtual clothing and, the location or number of node was similarly showed in the real and the virtual.

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