• 제목/요약/키워드: 의상제작

검색결과 108건 처리시간 0.025초

3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화 (Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation)

  • 곽동민;최철영;김기홍;이동훈
    • 한국콘텐츠학회논문지
    • /
    • 제9권8호
    • /
    • pp.198-207
    • /
    • 2009
  • 최근 콘텐츠 영상으로서 3D 컴퓨터 애니메이션의 발전과 함께 클로스 시뮬레이션(Cloth Simulation)은 사실적인 의상과 의류에 대한 표현이 가능하다. 또한 H/W와 S/W의 눈부신 발달로 인해 기존과 달리 참여도와 접근성이 높아 졌다. 하지만 높은 품질의 영상을 제작하기 위해서는 최적화된 제작 파이프라인이 필요하다. 본 논문에서는 기존의 3D 컴퓨터 애니메이션 제작 파이프라인의 단점을 보완하기 위해서 클로스시뮬레이션에 대한 최적화된 제작 파이프라인을 제안 및 설계 한다. 제안하는 제작 파이프라인은 기존 파이프라인의 각 파트에 대한 연계구조적 한계를 보완하기 위해 유동성을 고려하여 최적화 배치를 하고, Dummy cloth를 활용하여 애니메이션 파트와의 연계성을 해결함으로서 성능 향상을 꾀한다. 제안한 파이프라인을 실제 애니메이션 제작에 도입하였으며 도입결과 제작시간과 제작인력 소모에 대한 성능의 향상을 보였다. 이를 통해 직접적인 영상을 제작함으로 보다 연계성을 강조하여 최적화를 보장한다.

뮤지컬 '크리스마스 캐롤'의 무대의상 제작에 관한 연구 (A Study on the Production of Stage Costume of Musical 'Christmas Carol')

  • 최영로;임영자
    • 복식
    • /
    • 제57권3호
    • /
    • pp.136-149
    • /
    • 2007
  • This study researched the costume manufacture process by having the musical 'Christmas Carol' as an example and specifically presented the costume manufacture process of an actually performance work, thus it aimed to be helpful theoretically and realistically, by allowing theatrical costume manufacturers and majors in theatrical costume to be informed of the systematically practical affair process of the theatrical costume manufacture and by exhibiting the research work of costume composition aiming at reproducing a silhouette in the process such as costume composition and sewing, and the effectively manufacturing methods such as the costume composition application and the sewing method development aiming at the activity of performers. In the empirical research, it analyzed the features of characters and arranged the manufacture points while actually manufacturing the performance costume, and clarified the systematically performance costume manufacture process such as a manufacture meeting${\rightarrow}$costume list preparation$\rightarrow$work-instruction sheet preparation$\rightarrow$pattern manufacture$\rightarrow$sewing$\rightarrow$performance and inspection. Through performing the manufacture of the really performance work, it is hoped that this study contributes to the development of performance art circles, by presenting a step and a method of professionally theatrical costume to the performance manufacturers and the theatrical costume manufacturers at present when the theatrical costume is solidifying its position as a professional sphere, in the performance and an, has a meaning as the initially empirical research, which can exhibit as a guide of realistically and empirically educational contents for theatrical costume aiming to bring up professional staff for theatrical costume, and becomes help in the efficiently theatrical costume manufacture realistically.

브래지어의 패턴 구성요소 분석 및 제작법 연구 (The Analysis of Pattern Components of Brassiere and Study on Its Making)

  • 이소영
    • 한국의상디자인학회지
    • /
    • 제15권2호
    • /
    • pp.15-26
    • /
    • 2013
  • The purpose of this study is to offer basic data for designing and making of brassiere with the consideration of the physiological nature of man. Each of 3/4-cup wired upward-support-type Mold Bra of 75 size with basic pad made at three representative domestic companies (A, B and C Company) was selected for analysis of pattern and components. The following is the result of this study. 1. That Company A's bra had the highest cup, relatively narrow width, the widest front-center and the highest front center at front pad. That of Company B had relatively short wing over the base and much difference at the height of cup depending on the presence of wire. That of Company C had low and wide cup, the widest bust span and the front center width, the front center height of front pad, the base length of front pad and the length of wings were observed to be of the figures between those of Company A and B. 2. The Bra of Company A had the biggest front center angle of $6^{\circ}$, while that of Company C had the biggest wing angle of $18^{\circ}$. The Bra of Company B showed the biggest difference of patterns depending on the presence of wire. Those of Company A and C showed very similar shape when wire was inserted. 3. The order of making brassiere is following: making of exterior mold cup${\rightarrow}$ sewing exterior cup and circumference of mold${\rightarrow}$ sewing base and wings${\rightarrow}$ sewing binding tape to base${\rightarrow}$ sewing cup and main pad${\rightarrow}$ sewing binding tape to upper sides and upper part of wings${\rightarrow}$ sewing wire-tape to interior base of cup${\rightarrow}$ inserting of wire inside wire-tape${\rightarrow}$ sewing hook & eye on the back of wings${\rightarrow}$ sewing shoulder string.

  • PDF

컴퓨터를 이용한 패션 코디 시스템 연구 (A Study of fashion coordination system by computer)

  • 김효숙;강인애;최창석
    • 한국감성과학회:학술대회논문집
    • /
    • 한국감성과학회 2001년도 춘계학술대회 논문집
    • /
    • pp.286-292
    • /
    • 2001
  • 본 연구의 목적은 컴퓨터 그래픽과 웹 애니매이션 프로그램을 이용하여 효과적인 패션 켜디 시스템을 개발하는데 있다. 오늘날 인터넷 패션 쇼핑몰은 마케팅의 한 수단으로서 커다란 주목을 받고 있다. 많은 옷들이 인터넷 쇼핑몰을 통하여 판매되고 있으며 더불어 매장의 디스플레이 역할을 담당하는 웹 사이트 디자인에 대한 관심도도 매우 높아지고 있다. 이러한 이유로 본 연구는 컴퓨터 그래픽 소프트웨어인 어도비사의 포토샵과 마크로 미디어사의 플래시 애니매이션을 이용하여 패션 코디 아이템을 제작하고 보다 시각적이고 효과적인 웹 이미지를 구축하려고 한다. 그 결과는 다음과 같다. 첫째, 매해 유행하는 의상의 데이터 베이스를 축적할 수 있으며 둘째, 디자인에 드는 많은 시간과 비용을 절감할 수 있고 또한 보다 쉽게 창작물의 변형과 제작이 가능하다. 셋째, 다양한 이미지 변형 기능으로 새로운 텍스타일의 개발이 용이하다. 넷째, 애니매이션과 동영상등의 멀티미디어 효과로 보다 시각적이고 흥미로운 이미지를 구축할 수 있다. 다섯째, 고객과의 보다 인터렉티브한 커뮤니케이션이 가능하다.

  • PDF

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
    • /
    • 제22권1호
    • /
    • pp.1-13
    • /
    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

무대의상을 위한 18세기 복식의 현대적 제작방법 (제1보) -Habit a la Francaise를 중심으로- (18th Century Costume Malting for Korean Theatre I -Focused on the habit a la francaise-)

  • 최지은;윤선미;윤보연;배수정
    • 복식
    • /
    • 제54권7호
    • /
    • pp.27-40
    • /
    • 2004
  • The purpose of this paper is to make it easy to reproduce the Pattern and sewing technique of men's coat in 18th century. which are modified in order to be made readily available in Korean theatre costume. The investigation was performed in three steps. 1st, The papers and records about development and change of men's coats were reviewed. End; The whole process of the way how to make a typical 18th century men's coats were sewn. 3rd ; The modification or revision into the more simplified pattern using by CAD system and sewing technique were suggested in detail. The size of the pattern in the original one, which we chose for this research, was generally small. with the side line being moved back a little. Moreover, arm movements were severely restricted because of the small arm-hole. The problems of original pattern were corrected by making both front and back pattern snug and side line being moved to the front, and making arm-hole wider. In the sewing technique, the simple way how to use of Padding, inter-linings and linings and to create the most noticeable figure of 18th century men's coat. This article may help theatre costume production in Korean performing art.

영상물 제작을 위반 고증 의상 디자인 연구 -13-14세기의 고려양과 몽골풍의 귀부녀 복식을 중심으로- (A Study on the Design of Historical Costume for Making Movie & Multimedia -Focused on Rich Women's Costume of Goryeo-Yang and Mongol-Pung in the 13th to 14th Century-)

  • 최해율
    • 복식
    • /
    • 제57권1호
    • /
    • pp.176-186
    • /
    • 2007
  • The purpose of this study is to reconstruct upper class women's costume of 'Mongol-pung' and 'Goryeo-yang' in a civilization-exchanged period between Mongolia and Korea, for making movie or soap opera costume and historical animation. 'Mongol-pung' was a cultural influence from Mogolia to Korea. For example, sleeveless bi-gap(比甲) and half-sleeved dap-ho(搭忽) were put on by many women at that time. On the basis of old literature, I suggest a 'Mongol-pung' costume as a set of seeran-chulrik(膝欄 terlig), em-broidered bigap, dapho of meat-red color for women. 'Goryeo-yang' was a cultural influence from Korea to Mongolia. Due to old poem of Yuan, 'Short outer Jacket with square neckline, half sleeves, and clear color(方領過腰半臂)' was a representative of 'Goryeo-yang' in Mongolian royal women's costumes. Many women were dressed in it with short inner jacket and wide skirt. In the case of making soap opera costume, the budget of broadcasting station, appearence of nowaday's actor and actress, similarity between old fabric and modern fabric must be considered altogether.

2D 옷감 패턴 디자인 기반 3D 의복 시뮬레이션 시스템 (3D Cloth Simulation System based on 2D Cloth Pattern Design)

  • 김주리;조진애;한성국;이용주;정석태;정성태
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2005년도 추계학술발표대회 및 정기총회
    • /
    • pp.1399-1402
    • /
    • 2005
  • 본 논문은 여러 옷감 조각들을 이용하여 가상의 3차원 인체 모델에 옷을 입히기 위한 의복 시뮬레이션 시스템을 제안한다. 본 논문에서 의상 제작 과정에 사용한 방법은 2차원 옷감 조각을 디자인하는 과정과 옷감 조각을 재봉하고 여기에 제약점을 정하여 3차원 인체 모델에 의상을 입히는 과정으로 구성된다. 제안된 시스템은 3차원 인체 모델 파일과 2차원 재단 패턴 파일을 읽어 들인 다음 질량-스프링 모델에 기반한 물리적 시뮬레이션에 의해 의복을 착용한 3D 모델을 생성한다. 본 논문의 시스템은 사실적인 시뮬레이션을 위하여 인체 모델을 구성하는 삼각형과 의복을 구성하는 삼각형 사이의 충돌을 검사하고 반응 처리를 수행하였다. 인체를 구성하는 삼각형의 수가 매우 많으므로, 이러한 충돌 검사 및 반응 처리는 많은 시간을 필요로 한다. 이 문제를 해결하기 위하여, 본 논문에서는 Octree 공간 분할 기법을 이용하여 충돌 검사 및 반응 처리 수를 줄이는 방법을 이용하여 사실적인 영상을 생성할 수 있었고, 수초 이내에 가상 인체 모델에 의복을 입힐 수 있었다.

  • PDF

패션분야의 3D 프린팅 활용 현황에 관한 연구 (Study on Status of Utilizing 3D Printing in Fashion Field)

  • 김효숙;강인애
    • 한국의상디자인학회지
    • /
    • 제17권2호
    • /
    • pp.125-143
    • /
    • 2015
  • This study has investigated the status of utilizing 3D printing in fashion field in order to keep up with the trend for 3D printing technology to be realized in all industries so that the materials and the modeling modes may be figured out. The following is the findings. The materials used most in 3D printing in fashion field are PA, PLA, TPU, multi-material, ABS and metal. PA, TPU and Multi-material have so much excellent flexibility and strength that they are widely used for garment, shoes and such fashion items as bags. But PLA, ABS and metal are scarcely used for garment because PLA is easily biodegradable in the air, ABS generates harmful gas in the process of manufacture and metal is not flexible, while all of these three are partly used for shoes and accessories. The modeling modes mainly applied for 3D printing in fashion field are SLS, SLA, FDM and Polyjet. SLS, which is of a powder-spraying method, is used for making 3D textile seen just like knitting. Polyjet method, which has higher accuracy and excellent flexibility, can be used for expressing diverse colors, and accordingly it is used a lot for high-quality garment, while SLA and FDM method are found to be mostly used for manufacturing shoes and accessories rather than for making garment because they are easily shrunk to result in deformation.

  • PDF

예술적 표현으로서 뷰티일러스트레이션 연구 - 종이조각기법을 이용한 작품제작을 중심으로 - (A Study Beauty Illustration as Part of Artistic Expressions - Focusing on the Creation of Paper Sculpture Works -)

  • 김진희;정연자
    • 한국의상디자인학회지
    • /
    • 제15권1호
    • /
    • pp.47-57
    • /
    • 2013
  • In terms of expression, beauty illustration has become more diverse and innovative. Because of continued unique creative activities, more novelty has been pursued. In this study, beauty illustration in new artistic and decorative images was used to investigate the basic concepts of art activities, illustration and beauty illustration and make up for beauty illustration which adheres to traditional and classical expressions. In this study, the following results were obtained: First, in terms of expression of beauty illustration, the work with art expressions are still poor compared to other fields such as fashion illustration. Therefore, it is necessary to attempt beauty illustration of a new image which expresses artistic emotions. Second, by using an artistic technique called 'paper sculpture', a semi-solid shape has been completed, and a decorative beauty illustration was created. People get new inspiration through beautiful and innocent art pieces, which in turn motivate to create new expression. New art activities which take a human body as an art support beauty activities through picture and more sensitive inspiration. It was attempted to express other emotion and beauty by observing a single piece of work. A new possibility in beauty illustration which is differentiated from other art activities is proposed and its domain is developed.

  • PDF