• 제목/요약/키워드: 3D virtual sample

검색결과 32건 처리시간 0.019초

곡선 절개형 바지의 패턴사이즈 변형방법과 가상착의곡면3D (Methods to determine the size of pant patterns with curved design lines and their three dimensional construction using 3D virtual fitting)

  • 이희란
    • 패션비즈니스
    • /
    • 제20권4호
    • /
    • pp.153-171
    • /
    • 2016
  • With the advent of smart clothing for health care and sports, the sophisticated designs with curved seams are drawing attention. One of the problems in those clothing is to determine the design curves in 2D pattern, such that it corresponds to the lines on the intended 3D body. Moreover, the difficulty increases when the original pattern needs to be changed for various sizes and body types. We compare two methods of pattern enlargement in this paper: one is the offset/projection type, and the other is the split grading type. For the enlarged pattern with offset/projection type, the 3D surface offset was first adopted to transform the standard lower body to the target larger size; next, the design lines were projected to the new 3D surface, following which the 3D pattern was developed from the newly transformed 3D surface. In the second method, the enlarged pant patterns were developed by the split grading method. Here, a 3D pattern was developed from the initial body, and then enlarged to the target size by the conventional split grading method. Two feminine pants patterns were examined by 3D virtual fitting. We observed that the 3D offset/projection pants pattern was well fitted, having an evenly distributed surplus, as compared with the sample developed using the split grading method. The difference between the two patterns were apparent at the location where several curved lines merged.

3차원 해저지형 수치모델에 관한 연구 (A Study on the 3-D Digital Modelling of the Sea Bottom Topography)

  • 양승윤;김정훈;김병준;김경섭
    • 한국군사과학기술학회지
    • /
    • 제5권2호
    • /
    • pp.50-61
    • /
    • 2002
  • In this study, 3-dimensional virtual visualization was performed for a rapid and accurate analysis of sea bottom topography, The visualization was done through the extracted data using the developed program and the generated data using the gridding method. The data extraction program was developed with AutoLISP programming language and this program was able to extract the needed sample bathymetry data from the electronic sea chart systematically as well as effectively. The gridded bathymetry data were generated by the interpolation or extrapolation method from the spatially-irregular sample data. As the result of realization for the 3-dimensional virtual visualization, it was shown a proper feasibility in the analysis of the sea bottom topography to determine the route of submarine cable burial.

360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구 (Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast)

  • 김현욱;이준석;양성현
    • 방송공학회논문지
    • /
    • 제23권6호
    • /
    • pp.876-885
    • /
    • 2018
  • 최근 VR(Virtual Reality) 기반의 e-sports 중계 시장이 자리를 잡고 있다. 하지만 국내의 경우 시장경쟁력 확보를 위한 기술 개발이 미비한 실정이다. 이미 해외의 SLIVER TV, Facebook에서는 e-sports를 4K 30FPS급의 360 VR으로 중계할 수 있는 기술을 개발하고 사업화까지 진행하고 있다. 하지만 360 VR 영상으로 활용하기에는 2D영상으로 몰입감이 저하되고, 해상도가 낮고, 멀미현상이 있다. 이에 본 논문에서는 e스포츠 VR 중계방송을 위해 게임 내 공간을 4K 3D 60FPS으로 360영상으로 획득 할 수 있는 가상카메라 기술을 제안하고, 구현하였다. 그리고 게임엔진 샘플게임과, 상용게임에 가상카메라를 설치하고, 실험을 통해 최대 4K/60FPS Stereo 360 영상 획득이 가능함을 검증하였다.

가상모델하우스의 유형에 따른 사용자 평가에 관한 연구 (A Study on the User's Evaluation for the Visual Types of Virtual Model House)

  • 하지민;박수빈
    • 한국실내디자인학회논문집
    • /
    • 제20권5호
    • /
    • pp.160-169
    • /
    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

DSM과 다시점 거리영상의 3차원 등록을 이용한 무인이동차량의 위치 추정: 가상환경에서의 적용 (Localization of Unmanned Ground Vehicle using 3D Registration of DSM and Multiview Range Images: Application in Virtual Environment)

  • 박순용;최성인;장재석;정순기;김준;채정숙
    • 제어로봇시스템학회논문지
    • /
    • 제15권7호
    • /
    • pp.700-710
    • /
    • 2009
  • A computer vision technique of estimating the location of an unmanned ground vehicle is proposed. Identifying the location of the unmaned vehicle is very important task for automatic navigation of the vehicle. Conventional positioning sensors may fail to work properly in some real situations due to internal and external interferences. Given a DSM(Digital Surface Map), location of the vehicle can be estimated by the registration of the DSM and multiview range images obtained at the vehicle. Registration of the DSM and range images yields the 3D transformation from the coordinates of the range sensor to the reference coordinates of the DSM. To estimate the vehicle position, we first register a range image to the DSM coarsely and then refine the result. For coarse registration, we employ a fast random sample matching method. After the initial position is estimated and refined, all subsequent range images are registered by applying a pair-wise registration technique between range images. To reduce the accumulation error of pair-wise registration, we periodically refine the registration between range images and the DSM. Virtual environment is established to perform several experiments using a virtual vehicle. Range images are created based on the DSM by modeling a real 3D sensor. The vehicle moves along three different path while acquiring range images. Experimental results show that registration error is about under 1.3m in average.

중국 당나라 여성 호복의 특성을 활용한 패션디자인 - 3D 가상착의를 활용하여 - (Development of fashion design applying the characteristics of women's Hu clothing from Tang dynasty in China - Utilizing the 3D virtual clothing program -)

  • 주자항;이연희
    • 복식문화연구
    • /
    • 제31권1호
    • /
    • pp.124-140
    • /
    • 2023
  • This study analyzes traditional women's Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the "moment" theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.

Trueness of 3D printed partial denture frameworks: build orientations and support structure density parameters

  • Hussein, Mostafa Omran;Hussein, Lamis Ahmed
    • The Journal of Advanced Prosthodontics
    • /
    • 제14권3호
    • /
    • pp.150-161
    • /
    • 2022
  • PURPOSE. The purpose of the study was to assess the influence of build orientations and density of support structures on the trueness of the 3D printed removable partial denture (RPD) frameworks. MATERIALS AND METHODS. A maxillary Kennedy class III and mandibular class I casts were 3D scanned and used to design and produce two 3D virtual models of RPD frameworks. Using digital light processing (DLP) 3D printing, 47 RPD frameworks were fabricated at 3 different build orientations (100, 135 and 150-degree angles) and 2 support structure densities. All frameworks were scanned and 3D compared to the original virtual RPD models by metrology software to check 3D deviations quantitatively and qualitatively. The accuracy data were statistically analyzed using one-way ANOVA for build orientation comparison and independent sample t-test for structure density comparison at (α = .05). Points study analysis targeting RPD components and representative color maps were also studied. RESULTS. The build orientation of 135-degree angle of the maxillary frameworks showed the lowest deviation at the clasp arms of tooth 26 of the 135-degree angle group. The mandibular frameworks with 150-degree angle build orientation showed the least deviation at the rest on tooth 44 and the arm of the I-bar clasp of tooth 45. No significant difference was seen between different support structure densities. CONCLUSION. Build orientation had an influence on the accuracy of the frameworks, especially at a 135-degree angle of maxillary design and 150-degree of mandibular design. The difference in the support's density structure revealed no considerable effect on the accuracy.

지속가능한 패션산업을 위한 업사이클링 텍스타일디자인 개발과 디지털 3D 활용 연구 (A Study on the Development of Upcycling Textile Design and Digital 3D Utilization for the Sustainable Fashion Industry)

  • 김미경
    • 패션비즈니스
    • /
    • 제27권5호
    • /
    • pp.108-120
    • /
    • 2023
  • Recently, interest in eco-friendliness and sustainability has been increasing due to the rapid progress of fast fashion and the crisis of sudden environmental changes after COVID-19. This study aims to develop upcycling textiles and express product design using digital 3D to realize a sustainable fashion industry and present environmental aspects, diversity, creativity, and new directions in fashion industry design. The research method is to develop and pattern upcycling textile designs by applying weaving techniques with waste materials. It uses the developed upcycling textile design in digital 3D to incorporate it into clothing fashion and shows the utility and practicality of upcycling textile design. As a result of the study, the appearance is realistic when outputting DTP of upcycling textile design. It endures without loosening or tearing, making it a durable and creatively expressive fashion item. Texpro 3D mapping reduces the time and cost of making actual sample fabric. Upcycling textile design and 3D CLO virtual clothing are combined to produce actual clothing samples, resulting in zero waste reduction due to cutting and sewing. This study anticipates actively and continuously advancing the development of upcycling textile design and digital 3D in terms of ethics and the environment.

가상착의 시스템을 통한 니트 플레어스커트의 드레이프 형상에 관한 연구 - 각도에 따른 플레어스커트를 중심으로 - (A Study on Knit Flare Skirts of Hem for 3D Virtual Clothing System - Focused on the Angle of Flare Skirt -)

  • 기희숙
    • 한국의상디자인학회지
    • /
    • 제15권2호
    • /
    • pp.77-89
    • /
    • 2013
  • This study investigated the formation of silhouette and hemline shape of knit flare skirts according to the properties of knit material through virtual clothing with a 3D virtual clothing system called i-Designer of Technoa, thus building a database of the property data of knit material to reduce the number of sample making steps repeated and implemented several times in the process of clothes making. The results would help to estimate a silhouette in advance, offer assistance to the development of original knit wear, and explore ways to provide basic data for the development of the knit industry of the nation. The investigator made 12 kinds of experimental clothes to the angles(width of skirt: $90^{\circ}$ and $180^{\circ}$), gauge(7G, 12G, and 15G), and grain directions(wale and bias direction) of experimental clothes for virtual clothing. The dynamic characteristics of knit skirt samples according to each gauge were measured with the KES-FB system. Draper shapes were analyzed with the sectional shape data of hemline based on i-Designer. As for the measurements of the sectional shape of hemline and the formation of silhouette, the number of nodes, the average height of node mountains and valleys, and the hemline width right and left and before and after increased at the angle of $180^{\circ}$ than $90^{\circ}$. As gauges multiplied, the number of nodes, and silhouette angle dropping. When considering grain directions, the number of nodes and silhouette index increased in the wale direction at the angle of $90^{\circ}$ with the number of nodes and silhouette angle increasing in the wale direction at the angle of $180^{\circ}$.

  • PDF

3DTV에서 스테레오 웹 콘텐츠 표현을 위한 CSS3 사양 확장 및 에뮬레이터 연구 (A Study on CSS3 Stylesheet Extension and Emulator for Representation of Stereo Web Content in 3DTV)

  • 이희진;임현정;임순범
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제19권4호
    • /
    • pp.1-11
    • /
    • 2013
  • 본 논문에서는 브라우저 기반의 선언적 콘텐츠 CSS3 스타일시트를 이용하여 HTML5로 작성된 웹 페이지를 3차원 공간에서 3D 스테레오로 표현하기 위해 기존의 CSS 사양을 확장하여 새로운 CSS Stereo 3DTV 프로파일을 제안한다. 먼저, 웹브라우저상의 웹 콘텐츠를 3차원 공간에 효과적으로 재구성할 수 있도록 다양한 웹 페이지 분리 방법을 제시하였다. 디음, 확장한 CSS3 모듈을 이용하여 3D 뷰 볼륨 설정과 분리한 콘텐츠를 뷰 볼륨 내에 배치하는 방법을 제안하였다. 이후, 전처리기에서는 확장 CSS 사양으로 작성된 샘플 콘텐츠를 웹킷 기반 브라우저에서 출력 가능하도록 기존 CSS 코드로 변환한다. 마지막으로 스테레오 이미지 생성을 위한 시스템 렌더링 엔진 에뮬레이터는 웹브라우저상에서 간단히 실행 가능하도록 자바스크립트로 구현되었으며, 자동으로 스테레오 뷰 볼륨을 생성하여 가상의 좌안, 우안 카메라로부터 각각의 영상을 획득한다. 이를 통해 각 샘플 콘텐츠들이 3D 스테레오로 표현된 결과를 확인하였다.