• 제목/요약/키워드: 3D Virtual fitting model

검색결과 15건 처리시간 0.02초

네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구 (A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type)

  • 남영란;김동은
    • 한국의류산업학회지
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    • 제23권2호
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구 (A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall)

  • 탁명자;김치용
    • 한국멀티미디어학회논문지
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    • 제9권9호
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    • pp.1184-1195
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    • 2006
  • 오늘날 인터넷의 보급으로 인해 우리의 일상생활에 많은 변화가 이루어졌다. 그 중 인터넷 패션 쇼핑몰에 대한 인식은 나날이 증대되고 있으며, 인터넷 패션 마케팅 시스템을 보다 정확히 이해하고, 가상공간에서 마케팅 활동을 강화하기 위해서는 보다 과학적이고 체계적인 연구가 필요하게 되었다. 하지만 직접 입어보는 특수한 형식을 대체할 수 없는 것이 패션몰의 큰 단점이며 이를 대체할 시스템이 갖추어지지 않은 것이 현 실정이다. 따라서 다양한 체형을 감안하여 3D아바타에게 온라인 소비자의 정보를 주입한 가상 피팅 모델을 만들고, 여러 가지 옷들과 악세사리 및 장소(배경)까지 선택해 볼 수 있는 그런 완전한 가상 패션 쇼핑몰을 구축한 후, 인터넷 패션 쇼핑몰을 이용하는 소비자에게 온라인 매장에서 옷을 입혀 온라인의 쇼핑환경을 구축하는 것은 소비자의 신뢰를 확보할 수 있는 유일한 대안이다. 본 논문에서는 PC카메라를 이용하여 영상을 입력받고 경계선을 추출하여 가상 피팅 모델에게 옷을 입히는 가상 피팅 시스템을 구축하였다.

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A Study on the Body Shape Analysis for an Avatar Generation of the Virtual Fitting System -Focusing on Korean Women in their 20's-

  • Jang, Heekyung;Chen, Jianhui
    • 패션비즈니스
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    • 제22권3호
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    • pp.122-142
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    • 2018
  • In the virtual fitting system, the use of a 3D avatar is not a simple garment model, but it should be able to reproduce the size and shape of the customer using a fitting system. Although various virtual fitting systems have their own 3D avatar sizing systems and provide 3D avatars that match the size of the customer, there are limitations in realizing the actual body shape in actual use by the consumer. The purpose of this study is to realize a 3D avatar with excellent size and conformity for customer use. Therefore, this study aims to provide basic data for the formation of a 3D standard avatar of Korean women aged in their 20's, by comparing and analyzing the degree of the consumer user friendly system change of a body type, and the consumer's ability in selecting a consumer representative body type. Based on the survey data of 'Size Korea' conducted from 2004 to 2015 at three times, we examined the change of body shape over 10 years. Then, based on the results of 6th and 7th data, 4 factors of the concurrent body shape change of women of the consumer demographic studied were selected through the use of a factor analysis. Following this analysis, the 4 extracted factors were clustered again and finally released 7 representative body types, which were obtained based on height and weight. The size of each representative figure is derived by the use of a regression analysis, and it is used as a basic data for 3D avatar formation of the virtual fitting system.

모핑 기법을 활용한 40대 남성 하반신 가상모델 생성에 관한 연구 (A Study of 3D Virtual Fitting Model of Men's Lower Bodies in Forties by Morphing Technique.)

  • 박선미;남윤자;최경미
    • 한국의류학회지
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    • 제31권3호
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    • pp.463-474
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    • 2007
  • With rapid expansion in e-retailing of apparel business, personalized fitting model service shows the possibility as the differentiated marketing strategy in cyber shopping. According as necessity of personalized fitting model construction rises, it is tried personalized fitting model creation in several fields such as computer engineering, mechanical engineering, information engineering. But, because existent study was concentrated only on human body modeling, it does not reflect average morphological characteristics of human body properly. In this study, we wish to examine if morphing is fit for expressing characteristic of average human body shape and suggest desirable morphing. We used 3-D scan data of 254 Korean middle aged men collected by Size Korea 2004. The result of this study are as follows: Lower body types were categorized by height hip girth and lower drop(hip girth-navel girth) which were main factors of lower body shape. Then each factor was divided into 3 groups respectively, 30% in the middle, over 30%, under 30%. In 27 groups, the group which belonged to 30% in the middle of height, 30% in the middle of hip girth, 30% in the middle of lower drop was selected as a representative group. We tested geometrical figure by differ volume, tilt, position of point. And we created a representative type of men's lower bodies by morphing the representative group and analyzed it's horizontal, vertical sections. A representative type which was created by morphing reflected a real body and changed realistically at the part of hip, crotch, calf muscle and so on. A cross sections of a representative type were similar to average cross sections of the representative group in size and shape. So it was proved that morphing was successful.

Application of Three-dimensional Scanning, Haptic Modeling, and Printing Technologies for Restoring Damaged Artifacts

  • Jo, Young Hoon;Hong, Seonghyuk
    • 보존과학회지
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    • 제35권1호
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    • pp.71-80
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    • 2019
  • This study examined the applicability of digital technologies based on three-dimensional(3D) scanning, modeling, and printing to the restoration of damaged artifacts. First, 3D close-range scanning was utilized to make a high-resolution polygon mesh model of a roof-end tile with a missing part, and a 3D virtual restoration of the missing part was conducted using a haptic interface. Furthermore, the virtual restoration model was printed out with a 3D printer using the material extrusion method and a PLA filament. Then, the additive structure of the printed output with a scanning electron microscope was observed and its shape accuracy was analyzed through 3D deviation analysis. It was discovered that the 3D printing output of the missing part has high dimensional accuracy and layer thickness, thus fitting extremely well with the fracture surface of the original roof-end tile. The convergence of digital virtual restoration based on 3D scanning and 3D printing technology has helped in minimizing contact with the artifact and broadening the choice of restoration materials significantly. In the future, if the efficiency of the virtual restoration modeling process is improved and the material stability of the printed output for the purpose of restoration is sufficiently verified, the usability of 3D digital technologies in cultural heritage restoration will increase.

임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구 (A Study on Creation of 3D Facial Model Using Facial Image)

  • 이혜정;정석태
    • 한국컴퓨터정보학회논문지
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    • 제12권2호
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    • pp.21-28
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    • 2007
  • 얼굴모델링과 애니메이션에 대한 기술은 컴퓨터 그래픽스 분야에서 오랫 동안 연구되어 오고 있는 분야 중 하나이다. 얼굴모델링 기술은 가상현실, MPEG-4 등의 연구목적과 영화, 광고, 게임 등의 산업 분야에서 많이 활용되고 있다. 따라서 좀 더 사실적인 인터페이스의 구현을 위하여 컴퓨터 의인화를 통해 인간과 상호작용 할 수 있는 3D 얼굴모델 개발은 필수적이다. 본 연구에서는 임의의 정면 얼굴 이미지를 이용하여 간편한 조작으로 3D 얼굴모델을 생성하는 시스템을 개발하였다. 이 시스템은 한국인 표준 얼굴모델을 이용하여 메쉬상의 조정점을 얼굴 부위와 윤곽에 맞게 정합한 다음 유동적이고 탄력적으로 조정하여 3D 얼굴모델을 생성하며, 그 결과인 3D 얼굴모델을 이동, 확대, 축소, 회전시켜 가며 실시간으로 확인 및 수정할 수 있다. 개발한 시스템의 유용성을 검증하기 위해 $630{\times}630$의 크기를 가지는 30개의 임의의 정면 얼굴이미지를 가지고 실험했다.

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Realtime Facial Expression Representation Method For Virtual Online Meetings System

  • Zhu, Yinge;Yerkovich, Bruno Carvacho;Zhang, Xingjie;Park, Jong-il
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2021년도 추계학술대회
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    • pp.212-214
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    • 2021
  • In a society with Covid-19 as part of our daily lives, we had to adapt ourselves to a new reality to maintain our lifestyles as normal as possible. An example of this is teleworking and online classes. However, several issues appeared on the go as we started the new way of living. One of them is the doubt of knowing if real people are in front of the camera or if someone is paying attention during a lecture. Therefore, we encountered this issue by creating a 3D reconstruction tool to identify human faces and expressions actively. We use a web camera, a lightweight 3D face model, and use the 2D facial landmark to fit expression coefficients to drive the 3D model. With this Model, it is possible to represent our faces with an Avatar and fully control its bones with rotation and translation parameters. Therefore, in order to reconstruct facial expressions during online meetings, we proposed the above methods as our solution to solve the main issue.

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이미지 변형 기법을 이용한 가상 드레스업 시스템 (Virtual DressUp system by using image deformation method)

  • 김나리;윤종철;이인권
    • 한국컴퓨터그래픽스학회논문지
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    • 제15권2호
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    • pp.1-8
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    • 2009
  • 본 논문에서는 사용자가 입력한 사람의 신체 모델과 모델에 입혀질 옷의 두 이미지를 입력으로 하여 2D상에서 옷과 모델이 잘 어울리게 입혀지는 가상의 드레스 업(Dress up)시스템을 제안한다. 첫 번째 단계에서는 골격 구조의 조인트 정보를 이용하여 옷 이미지를 크게 변형시킨다. 다음으로 옷의 경계에 있는 점들을 샘플링 하여 모델의 경계에 있는 점과 매칭 시키고 그 점들을 이용해 최적화 단계를 거쳐 최종적인 피팅 결과를 도출해 낸다. 두 단계를 거쳐 피팅 된 옷의 경우 평면적으로 보이기 때문에 부자연스러운 결과를 보이게 되므로 자연스러운 렌더링 결과를 위해서 이를 3D로 재구성 (reconstruction)시킨다. 재구성된 3D구조로부터 쉐이딩 정보를 가져와 다시 2D상에서 렌더링을 함으로써 최종적인 결과를 도출하게 된다. 본 연구에서 제안된 시스템을 통해 2D 기반의 가상 옷 시뮬레이션 결과를 얻을 수 있게된다.

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19~59세 성인여성과 비교한 가상인체의 부위별 치수분석 (A Study on the Reality of Avatar Sizes Comparing with Body Sizes of Women Aged 19 to 59)

  • 강여선
    • 한국의류학회지
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    • 제38권6호
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    • pp.896-912
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    • 2014
  • This study analyzed the reality of avatar size when it was automatically changed by different height and waist circumference inputs. This study focused on analyzing 22 of 28 avatar parts created by the 3D Clo virtual fitting program, based on the height and 'waist circumference of 2,247 woman samples from the $6^{th}$ Size Korea survey data. The 'waist back L'. and 'bishoulder L'. of the avatars were shorter than the bodies; however, the avatars' 'waist H'. and 'arm L'. were longer. Differences between the avatar and body increased in the taller groups. The body proportion of tall avatars was more distorted than small avatars. There were also some exaggerations in some circumferences. The 'bust C'. of the avatar was larger in the group with thin upper torsos; however, the 'hip C'. and 'upper arm C'. were larger in the group with thick upper torsos. The avatar torso silhouette of each somatotype was not representative of the real body silhouette as the 'hip C'. and 'bust C'. always increased together.