• 제목/요약/키워드: Virtual Cloth

검색결과 34건 처리시간 0.021초

가상의상 모델링 및 착장 소프트웨어를 위한 가이드라인 (Guidelines for Virtual Clothes Modeling and Draping Software - Based on the Analysis of Maya Cloth -)

  • 김숙진
    • 대한가정학회지
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    • 제44권2호
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    • pp.127-135
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    • 2006
  • This paper suggests guidelines for virtual clothes modeling and draping software suitable for clothes designers. We first analyze Maya Cloth, which is widely used in game and animation fields, and which has been adopted by Pad System as a 3D cloth draping system. We then discuss what functions and procedures would improve Maya Cloth to assist designers in being able to create the clothes they have conceptualized. While Maya Cloth has many good functions and features forvirtual cloth modeling and draping, it treats input 2D patterns as approximat and it creates 3D clothes by considering other factors such as the 3D body model. As a result, it is hard for clothes designers to control the shape of the 3D clothes by changing 2D patterns. Furthermore, Maya Cloth does not handle seamlines satisfactorily. We suggest that the following new features should be added to Maya Cloth : respecting the input 2D patterns, handling seamlines, and controlling the shape of the clothes in 3D space.

기하학적인 의복시뮬레이션에서 가상원통을 이용한 의복 3차원모델의 고속 관통검사와 수정 (High-Speed Penetration Detection and Correction of the 3-Dimensional(3D) Cloth Models Using a Virtual Cylinder in Geometrical Cloth Simulation)

  • 최창석
    • 한국정보과학회논문지:시스템및이론
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    • 제34권10호
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    • pp.521-528
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    • 2007
  • 본 논문에서는 가상원통을 이용하여 기하학적인 의복시뮬레이션에서 발생하는 의복 3차원모델의 관통을 고속으로 검사하고, 의복 3차원모델을 수정하는 새로운 방법을 제안한다. 의복을 개인 캐릭터에 기하학적으로 맞추는 경우, 의복이 인체를 국부적으로 관통하는 경우가 있다. 본 방법은 인체모델과 의복모델을 둘러싼 가상원통을 설정하고, 가상원통을 이용하여 관통지점의 후보들을 한 번에 압축하여, 후보 중에서 관통지점을 찾는 방법이다. 관통된 부분에서는 의복모델의 꼭지점을 밀어내거나 삼각형을 분할하여, 의복모델을 기하학적으로 수정한다. 이 방법은 바운딩볼륨을 이용하여 반복적으로 관통후보를 압축하는 물리적인 방법에 비해 고속처리가 가능하다.

A Segmentation Guided Coarse to Fine Virtual Try-on Network for a new Clothing and Pose

  • Sandagdorj, Dashdorj;Tuan, Thai Thanh;Ahn, Heejune
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2020년도 추계학술대회
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    • pp.33-36
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    • 2020
  • Virtual try on is getting interested from researchers these days because its application in online shopping. But single pose virtual try on is not enough, customer may want to see themselves in different pose. Multiple pose virtual try on is getting input as customer image, an in-shop cloth and a target pose, it will try to generate realistic customer wearing the in-shop cloth with the target pose. We first generate the target segmentation layout using conditional generative network (cGAN), and then the in-shop cloth are warped to fit the customer body in target pose. Finally, all the result will be combine using a Resnet-like network. We experiment and show that our method outperforms stage of the art.

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효율적인 옷감 애니메이션 및 충돌 처리 기법 (Efficient Methods for Cloth Animation and Collision Handling)

  • 강영민
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 컴퓨터소사이어티 추계학술대회논문집
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    • pp.125-128
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    • 2003
  • This paper proposes efficient cloth animation and collision handling methods. There have been various techniques for the generation of cloth behavior. However, the cloth animation is still a challenging subject in real-time environments. This paper presents an efficient animation method based on implicit integration. The proposed method can efficiently animate virtual cloth object with complex geometry. In addition, this paper also introduces an efficient collision handling method. The collision resolution is another important issue in cloth animation since deformable objects has special collision problem called self-collision. In this paper, the self-collision was successfully avoided in real - time environments.

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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.

우리나라 의류산업의 전자상거래 활성화 방안에 관한 연구 (A Study on the Suggestion for Electronic Commerce Activation of Cloth Industry in Korea)

  • 박재용
    • 경영과정보연구
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    • 제17권
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    • pp.289-313
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    • 2005
  • Electronic commerce is giving rise to many new and innovative 'gest business practices,' such as telecommuting and the virtual workplace. Telecommuting and the virtual workplace go hand in hand. Today, more then 35 million people in the United States telecommute, and that expected to grow by 20 percent over the next several years. And more then 30 million people used internet shopping mall every years in Korea. Therefore, using the internet and information technology, electronic commerce has the potential to propel a company to 'break out' of existing strategic constraints and radically alter business processes, strengthen customer and supplier ties, and open up new markets. The object of this study is the investigation method for activity solution of electronic commerce of fashion cloth shopping mall in korea. The study has investigated 2 cases about 'halfclub.com' in Korea and 'bluefly.com' in America in the research. Therefore, the study founded the 3problems of electronic commerce at fashion cloth shopping mall in korea and suggested that the activation policies of electronic commerce. The result of suggested that the new electronic commerce style, a lot of contents affects positive effects on the performance of fashion cloth shopping mall in Korea and hope that will be expect new role of electronic commerce to be the herb in fashion cloth shopping mall in korea.

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마네킨 의상사진 기반 온라인 가상의상착용 (Online Virtual Try On using Mannequin Cloth Pictures)

  • 안희준
    • 한국산업정보학회논문지
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    • 제23권6호
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    • pp.29-38
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    • 2018
  • 본 논문에서 마네킨에 착용된 의상 이미지를 분할하고 사용자의 사진에 입히는 가상의상착용 (VTON) 기술을 개발하였다. 의상과 모델의 3차원 정보가 필요하지 않는 2차원 이미지 기반 가상착용연구는 실용적인 가치가 크지만, 연구결과 현재 기술로는 의상 분할 시 가림이나 왜곡에 의한 문제 등 제약사항이 존재한다. 본 연구는 마네킨 의상을 사용함으로써 이러한 어려움을 줄였다는 가정 하에서, 딥러닝 기반 영역분할과 자세추정을 통하여 얻은 결과를 사용자 사진에 입히는 알고리즘을 제안하였다. 기존의 연구 대비 성능 개선을 위하여 사전 자세정보의 신뢰성 검사, 외곽선을 이용한 변형개선, 분할 영역개선 등을 사용하였다. 결과로 시각적으로 만족할 만한 의상착용의 경우가 전체의 50%이상으로 상당히 개선된 결과를 얻었다.

토르소 원형의 실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 (A comparison of fit and appearance between real torso length sloper with 3D virtual torso length sloper)

  • 김영숙;윤사아;송화경
    • 복식문화연구
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    • 제22권6호
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    • pp.911-929
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    • 2014
  • This study is designed to analyze the similarity of fit and appearance between 3D virtual torso length sloper with real torso length sloper according to three 3D virtual clothing simulation programs (Optitex, CLO 3D, i-Designer), three body types (A, N, H) and fit status. We selected three representative body type models of females aged 20~30 and got their direct body measurements. Using these body measurements, we developed three 3D avatar body models and made three torso length fitted sloper with long sleeves. Thirty expert fit judges consisting of technical designers and graduate students assessed the similarity of fit and appearance between 3D virtual clothing and real clothing by observing images classified into front, back and side scene. We conducted ANOVA and post-hoc analyses to compare fit and appearance between real clothing and virtual clothing depending on three program. The results showed that CLO 3D represented fit and silhouette most similarly among the programs, especially girths, width and length. i-Designer tended to be relatively good to represent stress fold amount and silhouette. Optitex was assessed relatively better in expressing ease amounts in torso girths and armscye girths, but relatively worse for width, length, stress fold amount and silhouette.

대화식 의복 디자인 생성을 위한 맞춤양복제작 시스템 개발 (Development of Custom-made Suit Production System for the Interactive Garment Design Creation)

  • 김광태;김기현;박현우;이동훈;윤태수
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.475-480
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    • 2008
  • 본 논문에서는 카메라를 통하여 획득한 2D 인체 영상에 계측점(landmark)을 설정하여 인체 치수 측정과 치수 수정(editing)이 가능하며, 계측점과 가상의복 모델링 데이터를 이용하여 가상의복 시각화를 할 수 있는 맞춤양복 제작 시스템을 제안한다. 제안하는 시스템은 기존의 맞춤의복산업의 수동적인 방식이 아닌 디지털화와 자동화에 필요한 기술일 뿐만 아니라 의류산업의 다양한 콘텐츠에서 일반적으로 사용할 수 있을 것으로 예상된다.

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의복 디자인 시스템을 이용한 웹 3차원 의복 애니메이션 구현 (Implementation of 3Dimension Cloth Animation based on Cloth Design System)

  • 김주리;이혜정;정석태
    • 한국정보통신학회논문지
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    • 제15권10호
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    • pp.2157-2163
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    • 2011
  • 본 논문에서는 가상 공간에서 의상을 직접 입어보는 체험을 해 볼 수 있는 웹 3차원 의복 애니메이션을 구현하기 위하여 2차원 및 2.5차원 의복 디자인 시스템을 이용한 3차원 의복 애니메이션 시스템을 설계하였고, 자연스러운 드레이핑을 구현하기 위하여 메시 생성 및 변형 알고리즘, 영역 추출 알고리즘, 워프 알고리즘, 명암 추출 및 적용 알고리즘을 이용하였다. 그리고 2차원 및 2.5차원 의복 디자인 시스템에서 추출된 좌표 점은 텍스트 형식의 데이터로 받아 의복 정보 파일로 입력하게 된다. 또한 이 의복 정보 파일은 3차원 의복 애니메이션에 활용할 수 있도록 구현하였다.