• 제목/요약/키워드: 3D Clothing Simulation

검색결과 108건 처리시간 0.024초

계층적 공간 분할 방법을 이용한 의복 시뮬레이션 시스템의 설계 및 구현 (Design and Implementation of a Cloth Simulation System based on Hierarchical Space Subdivision Method)

  • 김주리;조진애;정석태;이용주;정성태
    • 한국컴퓨터정보학회논문지
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    • 제9권4호
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    • pp.109-116
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    • 2004
  • 본 논문은 여러 옷감 조각들을 이용하여 가상의 3차원 인체 모델에 옷을 입히기 위한 의복 시뮬레이션 시스템을 제안한다. 본 논문에서 의복은 서로 꿰매지는 2차원 재단 패턴으로 구성된다. 제안된 시스템은 3차원 인체 모델 파일과 2차원 재단 패턴 파일을 읽어 들인 다음에 질량-스프링 모델에 기반한 물리적 시뮬레이션에 의해 의복을 착용한 3D모델을 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 공간 분할 기법을 이용하여 충돌 검사 및 반응 처리 수를 줄이는 방법을 제안한다. 실험 결과에 의하면 본 논문의 시스템은 사실적인 영상을 생성할 수 있었고 수초 이내에 가상 인체 모델에 의복을 입힐 수 있었다.

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A Study on Men's Classic Shirts Patterns -Focusing on the Textbook of Clothing Construction-

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제26권4호
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    • pp.119-131
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    • 2021
  • 본 연구에서는 현재 시판되고 있는 남성복 의복구성 교재를 중심으로 클래식 셔츠의 패턴 설계 방법을 비교하였다. 3D 가상착의 평가를 실시하여 20대 남성에게 적합한 셔츠 패턴제도법을 선정하고자 하였다. 분석에는 SPSS 26.0 프로그램을 사용하였다. 패턴제도법에 따라 적용치수에 차이가 있으며, 지정된 치수를 적용하는 부위도 많았다. 셔츠 패턴의 앞뒤가슴둘레, 앞뒤허리둘레는 대부분 같게 설정되었으나 가슴둘레와 허리둘레에 앞뒤 차가 있는 경우에 맞음새가 더 우수한 것으로 평가되었다. 가상착의를 통한 외관평가, 색분포도 및 mesh 상태를 통한 의복압 등의 항목에서 B패턴이 가장 우수한 것으로 평가되어 B패턴이 20대 남성에게 가장 적합한 제도법으로 분석되었다. 본 연구는 제7차 한국인인체치수조사 보고서의 20대 평균 치수를 적용한 것이므로 이를 20대 전체에 적용하는 데는 주의를 기울여야 할 것으로 생각된다. 향후, 실제 착용감 연구와 다양한 20대의 체형과 소재에 따른 패턴에 관한 연구도 수행되어야 할 것으로 생각된다.

가상착의 시스템을 이용한 여고생의 보디스 원형 개발 (Development of the High School Girls Bodice Pattern Using Virtual Garment Simulation)

  • 전성연
    • 한국의류산업학회지
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    • 제21권2호
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    • pp.189-202
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    • 2019
  • This study develops a bodice pattern for high school girls aged 17 to 19 that use virtual garment simulation. The study developed a bodice pattern based on the fit evaluation result for two selected bodice patterns. The basic formula of the design method based on the result of 3 times of fit evaluation is as follows: waist back $length=stature/8{\times}1.85cm$, waist front length=waist back length+bust/40+0.7cm, front bust girth=bust/2+4cm, back bust girth=Chest/2+3cm, armscye depth=Chest/4+0.5cm, back interscye length=bishoulder length -1.2cm, front interscye length=back interscye length -1.2cm, front neck width=back neck width -0.3cm. The developed bodice pattern used Bishoulder Length as a criteria for the calculation formula of back interscye length, and back interscye length as a criteria for the calculation formula of front interscye length. The fit evaluation showed the relevance of the bishoulder length, front interscye length, and back interscye length based on a comparison of the calculated figure. A bodice pattern with great body suitability and fitness to high school girls was developed through 3D virtual garment simulation that calculated the application of body proportion to width. This study only analyzed the evaluation result of a virtual model only in a representative form; however, a pattern study is also proposed to compare and analyze the design methods of patterns by body type.

3차원 시뮬레이션을 활용한 몸통 유형별 요실금 팬티 패턴 연구 (A Study on the Incontinence Panty Pattern by Torso Type Using 3D Simulation)

  • 차수정
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.329-330
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    • 2022
  • 본 연구에서는 3차원 시뮬레이션 프로그램을 활용하여 40대, 50대, 60대 여성의 하반신 몸통 관련 부위 유형에 따라 요실금 팬티 패턴을 제작하여 하반신 몸통 유형별 요실금 팬티 패턴을 비교·분석하고자 하였다. 유형 1의 패턴은 가장 길이가 길고 폭은 두 번째로 넓은 형태를 나타냈고, 유형 2는 길이가 가장 짧고 좁은 형태를 나타냈다. 유형 3은 길이가 가장 짧고 폭은 가장 넓은 형태를 나타냈으며, 유형 4는 가장 폭이 좁고 길이가 두 번째로 긴 형태를 나타냈다. 가상착의에 대한 평가결과, 유형 2가 앞면, 옆면, 뒷면 모두에서 가장 우수한 것으로 평가되었다. 유형 3은 허리와 복부, 엉덩이와 넙다리둘레가 가장 크고, 하반신이 짧은 비만 체형으로 다른 체형과 같은 방식으로 패턴을 제작하였을 시 다리둘레와 엉덩이부위의 감싸는 분량이 부족한 것으로 평가되었다.

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3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로 (An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X")

  • 김숙진
    • 대한가정학회지
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    • 제47권2호
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

3D CAD System에 의한 무대의상 디자인개발 사례연구 - 친환경전통직물제품 패턴설계를 중심으로 - (A Case Study for the Stage Costumes Connected with the 3D CAD System -Focusing on the Apparel Pattern Design for Traditional Green Fabrics-)

  • 김희숙
    • 한국의류산업학회지
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    • 제14권6호
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    • pp.992-1000
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    • 2012
  • This study develops a traditional green fabric pattern design through an apparel CAD system. The method used simulated stage costumes and evaluated the consumer satisfaction connected with a 3D fitting system. The results are as follows. Computerization of the pattern making process can provide higher accuracy and efficiency in apparel pattern making and marking for green fabrics. A Stage costumes design was developed; subsequently, the developed dress patterns are automatically depicted to the input of the body size of the consumer and marked using marking program. This results show that it has an effect on narrow and expensive green fabrics. Stage costumes design can make a simulation by a 3D Fitting system. The results of this study can provide higher consumer satisfaction through a survey of 30 consumers. Stage costumes should attract the sympathy of the spectators. The Acceptance of Andong region's traditional beauty is required. We found that a relationship of performance and clothes, physical functionality and beauty of costumes, possibility of commercialization, and the possible use of a 3D Fitting system use are evaluated. A continuous study of regional culture resources is required since there is a significant possibility for the long-term development of stage clothes.

Development of a Bodice Prototype Drafting Method for 20s Obesity Males using 3D Simulation

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제27권6호
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    • pp.95-107
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    • 2022
  • 본 연구는 표준체형과 구별되는 BMI 25kg/m2 이상 비만 체형을 가진 20대 남성을 대상으로 비만 남성의 체간부에 적합한 보디스 원형을 개발하고자 하였다. 이를 통해 비만 남성의 상의 의류 개발에 도움이 되는 자료를 제공하고자 하였다. 20대 비만 남성 보디스 원형에 대한 1차 외관 및 의복압평가를 통해 앞몸판 어깨선, 앞처짐분 등의 패턴을 수정하였다. 2차 외관 및 의복압 평가를 통해 뒤진동둘레, 뒤허리선, 앞처짐분의 추가 등의 수정을 실시하였다. 3차 외관 및 의복압 평가를 통해서는 2차 평가를 통해 추가하였던 앞처짐분을 제거하여 최종 패턴 제도법을 개발하였다. 20대 비만 남성체형의 경우 복부의 돌출 및 자세 등으로 앞뒤허리선 설정, 뒤진동다트, 앞어깨선 설정 방법에 있어 표준체형과 구별되는 제도법이 요구되었다. 본 연구는 20대 비만 남성의 체형에 적합한 보디스 원형제도법을 제시하였다는 점에 그 의의가 있다. 후속 연구에서는 실제 착의실험과 20대 비만 남성 상의에 적용시켜 의복 패턴을 개발하는 연구가 이루어져야 할 것으로 생각된다.

CAD 프로그램을 활용한 트리코트 텍스타일 디자인 개발 프로세스 연구 (A Study on Tricot Textile Design Process using Tricot CAD Program)

  • 최경미;김종준
    • 패션비즈니스
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    • 제19권5호
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    • pp.1-16
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    • 2015
  • The appearances and geometry structures of knitted fabrics have important effects on their functions as textile fabrics. Structural design of the woven fabric, prior to the manufacturing processes in the weaving mill, often leads to a similar predictable appearance in the final outcome with the corresponding weave design. The increase of the employment of elastic textile yarns in knitting fabrics for comfort stretch or outdoor sports wear knit products has, however, resulted in difficulties in predicting the final appearance of the knit structure design. Due to the stretchability and exceptional recovery behavior of the elastic yarns such as polyurethane elastomeric yarns, the appearance of the final product often differs from the initial knit design. At textile CAD program for preparing tricot knit designs has been employed in this study to predict the two dimensional appearance of the design. The similarities between the designs and corresponding knit products seem to be acceptable for the two-dimensional textile CAD program in this study. However, when elastomeric yarns are partially employed in the polyester filament tricot product, a considerable amount of departure from the design is apparent due to the constriction and/or deformation of property differences in the elastomeric yarns and polyester filament yarns. Therefore, another purpose of this study is to measure the departure of the final tricot product from the initial tricot design, especially in the case employing elastomeric yarns in the knit structure together with regular polyester filament yarns. For measuring the three-dimensional departure, a 3D scanning system has been used for the mesh reconstruction of the fabric specimen. Hopefully, the result from this study will be used as a guide to modify and improve the current textile CAD program proposed for the two-dimensional simulation of the tricot.

디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
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    • 제54권4호
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

중국 MZ세대 소비자를 겨냥한 텍스타일 디자인 개발에 관한 연구 (The development of a textile design targeting Chinese consumers from Generation MZ)

  • 척흔월;김칠순;이채영
    • 복식문화연구
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    • 제31권4호
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    • pp.558-571
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    • 2023
  • In recent years, young Chinese consumers have become more favorably inclined toward products relating to traditional culture. Therefore, this study aimed to develop a textile design that incorporates traditional Chinese patterns and cultural symbolism that will appeal to consumers from the MZ generation (millennials and Generation Z). Through a literature search for traditional Chinese patterns and symbols regarded as auspicious, our design concept and motives were established. We selected peony, lotus, and frog motifs as representative of a "wealth and eternal prosperity" design theme. In textile design work 1, we used hand drawing and watercolor techniques, color transformation with Adobe Photoshop, and colorway and end-use 3D simulation with TexPro. The 3D simulation work suggests that this textile pattern is suitable for women's outerwear, mufflers, and tote bags. Textile design work 2 conveyed the 'wealth and eternal prosperity' design theme and had a graceful mood that embodied the nobility of the lotus flower whilst also encompassing the symbolism of money and status. The end design is a modern reinterpretation of traditional Chinese patterns and motifs. As such, it is hoped that it will satisfy the needs of young consumers for cultural values yet offer a unique new aesthetic distinct from existing textile designs. These qualities can be expected to enhance the competitive market value of textiles bearing this design.