• Title/Summary/Keyword: 3D fashion simulation

Search Result 133, Processing Time 0.021 seconds

The Study of Mapping Coordination S/W Based on the Internet Shopping Mall for Silver Apparel

  • Lee, Yoong-Joo;Chung, Sham-Ho
    • Journal of Fashion Business
    • /
    • v.13 no.6
    • /
    • pp.20-30
    • /
    • 2009
  • The purpose of this study is to develop the effective customized elderly fashion marketing process based on the web site, where older customer will be able to choose various fabrics and to try them out. This aims to establish new prototype of internet shopping mall for customized elderly fashion clothing. In this study, new method of product presentation on the online shopping mall is proposed to offer product information through 3D virtual reality. With the online shopping mall(SATC Mall) as a showcase, we presented virtual mapping system so that it enable the customers to select the fabrics and to see exactly how chosen fabric will look when applied to image of clothing. As an initial test of the application of simulation to measure 3D visualization of product, mapping software Vision Easy Map Pro Version 6.0(NedGraphics) Vision Easy Map Viewer Version 5.0(NedGraphics) were chosen and applied. By using this mapping system, the fabric change of the apparel product could be made on the internet shopping web site. However, this approach has been successful applied for presenting and customizing garment products. Future research will focus on the integration of mapping coordination into SATC Mall.

A Development of Hanbok Jeogori Pattern from Virtual Garment Simulation - With a Focus on Women in their 50s - (가상착의를 활용한 한복 저고리 원형설계의 기초연구 - 50대 중년여성을 중심으로 -)

  • Lim, Ji-Young;Lee, Hae-Young
    • The Korean Fashion and Textile Research Journal
    • /
    • v.14 no.4
    • /
    • pp.607-613
    • /
    • 2012
  • This study develops a Hanbok Jeogori pattern for middle-aged women with a 3D virtual-twin and virtual-garment simulation system. The including criteria for subjects in this study was a focus on women in their 50s, and a total of 345 females satisfying them were enrolled for 3D virtual model. Comparative Jeogori pattern, Baik & Choi's(2004) pattern, was selected for the development of Jeogori pattern. The results were: first, a new Jeogori pattern considerate of middle-aged women was developed. The basic numerical formula were: Front and back bust girth B/4+1.5, armhole depth B/4, sleeve width B/4, goedae width B/10-1.5 and git width 5.5. Second, according to the results of the new Jeogori patterns appearance evaluation, the new Jeogori pattern scored higher than the existing pattern in silhouette and ease amount, this confirmed that the new Jeogori pattern is appropriate for middle-aged women. Virtual models of production through data from 3D body scan, pattern draft, and virtual garment digital program were applied to a prototypic design method to enhance the fitness of ready-made Hanbok garments. This study serves as important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns and for the future 3D Pattern Production Program development of Hanbok patterns.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • The Korean Fashion and Textile Research Journal
    • /
    • v.19 no.5
    • /
    • pp.595-601
    • /
    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

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

  • 배리사;이인성
    • Journal of the Korean Society of Costume
    • /
    • v.54 no.4
    • /
    • pp.63-74
    • /
    • 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.

3D Modeling of a Fabric based on its 3D Microstructure Image and Application of the Model of the Numerical Simulation of Heat Transfer

  • Lee, Hyojeong;Lee, Heeran;Eom, Ran-i;Lee, Yejin
    • Journal of Fashion Business
    • /
    • v.20 no.3
    • /
    • pp.30-42
    • /
    • 2016
  • The objective of this study was to perform 3D solid modeling from 3D scanned surface images of cotton and silk in order to calculate the thermal heat transfer responses using numerical simulations. Continuing from the previous methodology, which provided 3D surface data for a fabric through optical measurements of the fabric microstructure, a simplified 3D solid model, containing a defined unit cell, pattern unit and fabric structure, was prepared. The loft method was used for 3D solid-model generation, and heat transfer calculations, made for the fabric, were then carried out using the 3D solid model. As a result, comprehensive protocols for 3D solid-model generation were established based on the optical measurements of real fabric samples. This method provides an effective means of using 3D information for building 3D models of actual fabrics and applying the model in numerical simulations. The developed process can be used as the basis for other analogous research areas to investigate the physical characteristics of any fabrics.

Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • The Korean Fashion and Textile Research Journal
    • /
    • v.14 no.1
    • /
    • pp.83-89
    • /
    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

Development of the Slacks Pattern for the Elderly Women from 3D Virtual Garment Simulation (3D 가상착의에 의한 노년 여성의 슬랙스 패턴 설계)

  • Lim, Jiyoung
    • The Korean Fashion and Textile Research Journal
    • /
    • v.21 no.1
    • /
    • pp.59-66
    • /
    • 2019
  • The purpose of this study was to develop slacks pattern of elderly women aged over 60s by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, By using 3D Virtual Garment Simulation, new slacks pattern considered elderly women was development. The basic numerical formula were as follows, front waist girth W/4+2+1.5, back waist girth W/4+1.5+0.5, front hip girth H/4+0.75, back hip girth H/4+1.5, front crotch extension H/16-0.5, back crotch extension H/8-1.3, front dart amount 2 and back dart amount 1.5. Second, according to the results of the new slacks pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new slacks pattern is appropriate for the elderly women. Also, new slacks pattern was evaluated to allow proper space length of waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

A Study on Pattern Making by 3D Reconstruction of French Men's Costume in the Second Half of 19th Century - Focused on Redingote and Jaquette - (19세기 하반기 프랑스 남성복 유물의 3D 고증에 의한 패턴 제작에 관한 연구 - 르뎅고뜨(Redingote)와 자께뜨(Jaquette)를 중심으로 -)

  • Kim, Yang-Hee;Ryu, Kyung-Hwa;Bae, Ji-Ye
    • The Korean Fashion and Textile Research Journal
    • /
    • v.22 no.1
    • /
    • pp.11-24
    • /
    • 2020
  • This research examines pattern production of 3 men's costumes in the second half of 19th century by 3D reconstruction to reveal technical aspects of mail costumes. The steps are as follows. First, an examination of selective type according to research study. Second, a pattern analysis of 3 historical male tops of 19th century referred to 9 pattern books of the France National Library collection. Third, a categorized type analysis that referred to paintings of the Musée d'Orsay collection. Fourth, a measurement and structure research of 3 historical garments of Fashion and Textile Museum collection. Fifth, the pattern making and fitting by 3D simulation. Research discussed the following subjects and results. First, main type of men's coat can be categorized by frac, redingote, jaquette, and veston. Second, the male costume pattern contained in pattern books was researched along with distinguished silhouettes and structures; X silhouette for frac and redingote, H silhouette for jaquette, and straight box silhouette for veston. Third, based on the analysis of representative type of men's costume per period conducted previous studies, 2 redingotes and a jaquette in the museum were selected and compared to other data such as image materials. Last, the following process was conducted for reconstruction; 'Drawing diagram-Primary pattern drafting by measurement value-3D virtual fitting-Checking the fit-Modification and complement'. We also obtained a 3D virtual reconstruction and a 2D research pattern that suggested a costume pattern by each type along with 3D reconstruction that included insights for male coat techniques of 19th century France.

Comparison of pants for adults women by 3D simulation - Focus of the DC Suite Program - (3차원 시뮬레이션을 활용한 성인여성용 팬츠 원형 비교 연구 - DC Suite Program을 중심으로 -)

  • Cha, Sujoung;Kang, Yeonkyung
    • Journal of Fashion Business
    • /
    • v.17 no.4
    • /
    • pp.1-21
    • /
    • 2013
  • A study using compare and analyze about differences among three basic pants patterns(shape and size of pattern, fitting and amount of air gap and so on) through 3D simulation. This study use 3D simulation program, DC Suite version 3.0. The results are as a follows: The results of comparison about total pants pattern shape, the ESMOD have two tucks of front and one dart of back and the Secoli and On&on have each dart of front and back. The results of estimation about total appearance, the On&on is the best of all pattern about total silhouette of front and back side and the ESMOD is the worst of all. In a case of the ESMOD, the thigh part has so many spaces between body and pants so it is rated low. When we examine about space between body and pants, amount of air gap of ESMOD is 0.6 at waist circumference and next is On&on(0.07). In case of hip circumference, the Secoli is 0.08 and the ESMOD is 0.14. The ESMOD's amount of air gap is 0.32 at thigh circumference and 0.62 at knee circumference. The Secoli's amount air gap is 0.26 at thigh circumference and 0.59 at knee circumference.

Comparison of basic bodice block for adults women by 3D simulation - focus of the DC Suite Program - (3차원 시뮬레이션을 활용한 성인여성용 길 원형 비교 연구 - DC Suite Program을 중심으로 -)

  • Cha, Sujoung;Kang, Yeonkyung
    • Journal of Fashion Business
    • /
    • v.17 no.2
    • /
    • pp.63-81
    • /
    • 2013
  • A Study using compare and analyze about differences among three patterns(shape and size of pattern, fitting and amount of air gap and so on) through 3D simulation. This study use 3D simulation program, DC Suite version 3.0. The results are as a follows: The results of estimation about total appearance, the pattern of Bunka is best of all pattern about total fitting and silhouette of front and back side. The pattern of armstrong and on&on stand low in estimation. As the total fitting, the pattern of Bunka is 4.40, the pattern of Armstrong is 2.60 and the pattern of On&on is 1.60. The result show better pattern of Bunka than pattern of Armstrong and On&on. When we examine about space between body and cloth, the pattern of Bunka is best. The pattern of Armstrong don't have problems about back side but front side have some problem of getting loose. Because it only have a waist dart so dart size is too big. The pattern of On&on have so much space because it don't have a waist dart. On the amount of air gap, the pattern of Bunka squash up body so it have the amount of air gap 0.08 at bust circumference and underbust circumference. Next is the pattern of Armstrong, amount of air gap is 0.14 at bust circumference and 0.23 at underbust circumference. The pattern of On&on's amount of air gap is 0.30 at bust circumference and 0.37 at underbust circumference. So the pattern of Bunka is bodice block of the best closing adhesion and the On&on is a loose-fitting pattern.