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1.
This paper presents a new approach for intuitively modeling a three-dimensional (3D) garment around a 3D human model by two-dimensional (2D) sketches input. Our approach is feature based—every human model has pre-defined features, and the constructed garments are related to the features on human models. Firstly, a feature template for creating a customized 3D garment is defined according to the features on a human model; secondly, the profiles of the 3D garment are specified through 2D sketches; finally, a smooth mesh surface interpolating the specified profiles is constructed by a modified variational subdivision scheme. The resulting mesh surface can be cut and flattened into 2D patterns to be manufactured. Our approach provides a 3D design tool to create garment patterns directly in the 3D space through 2D strokes, which is a characteristic not available in other computer aided garment design systems. The constructed garment patterns are related to the features on a human model, so the patterns can be regenerated automatically when creating the same style of garment for other human models. Our technique can greatly improve the efficiency and the quality of pattern making in the garment industry.  相似文献   

2.
3.
This paper presents interactive techniques to design 3D garments conveniently and precisely with constrained contour curves and style curves. Contour curves, including silhouette curves and cross section curves, are used for garment surface modeling. Style curves, including seam lines, dart lines, notch lines and grain lines, are introduced for designing patterns on the triangular garment surfaces. Contour curves are extracted automatically from the boundaries of garment sub-meshes. The definitions and resolving rules of various constraints are introduced for editing the contour curves conveniently. Style curves are generated by projecting control points onto 3D garment triangular surfaces. In order to draw the style curves validly, some constraints are also introduced according to the craft requirements of pattern design. Furthermore, the effects of style curves in pattern flattening are analyzed, which can guide the designer to draw style curves more reasonably and enhance the pattern design quality. Finally, some examples are given to show that our methods can make the 3D garment design more flexible and friendly, and style curves can be applied into design patterns on 3D triangular surface for shoes, toys and so on.  相似文献   

4.
王小阳  朱国进  陈家训 《微计算机信息》2007,23(22):202-203,197
在基于虚拟人体三维服装衣片生成的过程中,一个非常关键的问题就是三维服装衣片与三维虚拟人体之间宽松量的确定。宽松量的分析和处理决定了服装造型、穿着美的效果以及人体舒适度。本文提出了一种描述虚拟三维人体与三维服装衣片之间空隙量的宽松量模型。  相似文献   

5.
Reactive 2D/3D garment pattern design modification   总被引:1,自引:0,他引:1  
This paper presents a new 3D garment simulation result update algorithm for the 2D garment pattern design modification. The proposed algorithm enables the 3D garment fitting simulation result directly to react to the modification in the 2D patterns. The algorithm performs a topological invariant deformation of the 2D pattern mesh after the boundary of the 2D pattern undergoes a topological consistent modification. The length of each of the edges in the mesh defined as the equilibrium state parameter is updated and then directly used in the 3D garment fitting simulation to update the original simulation result. The advantage of the proposed algorithm is that the mesh topology of the 2D garment pattern is preserved and thus simplifies the numerical scheme by maintaining the consistency of the matrix equation. With this approach, the 3D garment fitting simulation does not need to repeat the entire simulation for every modification and can react to the 2D pattern modification efficiently and speedily.  相似文献   

6.
Scenes with crowds of dressed virtual humans are getting more attention and importance in 3D games and virtual reality applications. Crowd scenes, which include huge amounts of virtual humans, require complex computation for animation and rendering. In this research, new methods are proposed to generate efficient virtual human models by unifying a body and a garment into an animatable model, which has skinning parameters for the common skeleton-driven animation. The generated model has controlled complexity in geometry and semantic information. The unified model is constructed by using the correspondence between the body and the garment meshes. To establish the correspondence, two opposite optimization methods are proposed and compared: the first is to fit the body onto the garment and the second is to fit the garment onto the body. The innovative aspect of our method lies in supporting multiple correspondences between body and cloth parts. This enables us to handle the skirt model which is difficult to be processed by using previous works, due to its topological differences to the body model.  相似文献   

7.
The development of an intelligent system for customized clothing making   总被引:1,自引:0,他引:1  
This study presents the development of an intelligent system for customized clothing making. The system involves body dimension collection, clothing pattern generation and fabric cutting. First, body dimensions can be collected by analyzing the 3D scanning images or 2D photographs. Further, the clothing patterns can be generated by using computer-aided design (CAD) techniques based on the collected dimensions. By presenting the generated clothing patterns in DXF (Drawing Exchange Format), the CNC laser-cutting machine can then cut the fabric into pattern pieces automatically. Finally, by integrating the system with the processes of garment sewing, fitting test and final adjustment, the concept of customized clothing making can be realized. It can not only assure good fitness of the customized clothing but also reduce human efforts, costs, and production time.  相似文献   

8.
3D garment capture is an important component for various applications such as free‐view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D garment shapes requires controlled and specialized setups. A viable alternative is image‐based garment capture. Capturing 3D garment shapes from a single image, however, is a challenging problem and the current solutions come with assumptions on the lighting, camera calibration, complexity of human or mannequin poses considered, and more importantly a stable physical state for the garment and the underlying human body. In addition, most of the works require manual interaction and exhibit high run‐times. We propose a new technique that overcomes these limitations, making garment shape estimation from an image a practical approach for dynamic garment capture. Starting from synthetic garment shape data generated through physically based simulations from various human bodies in complex poses obtained through Mocap sequences, and rendered under varying camera positions and lighting conditions, our novel method learns a mapping from rendered garment images to the underlying 3D garment model. This is achieved by training Convolutional Neural Networks (CNN‐s) to estimate 3D vertex displacements from a template mesh with a specialized loss function. We illustrate that this technique is able to recover the global shape of dynamic 3D garments from a single image under varying factors such as challenging human poses, self occlusions, various camera poses and lighting conditions, at interactive rates. Improvement is shown if more than one view is integrated. Additionally, we show applications of our method to videos.  相似文献   

9.
通过驱动人体模型来改变服装模型的方法实现服装三维设计。首先利用基于特征线造型的方法构造人体模型和服装模型,再将服装模型特征框架(garment model feature frame, GMFF)相对人体模型特征框架(body model feature frame, BMFF)进行曲线编码,然后再利用参数化方法驱动BMFF变形后,再对GMFF相对BMFF进行曲线解码,从而得到驱动以后的GMFF。通过曲面插值,利用BMFF和GMFF得到更新以后的人体模型和服装模型。给出的实例表明,利用该方法可以非常快速有  相似文献   

10.
面向服装设计的人体建模及人体参数化*   总被引:1,自引:1,他引:0  
利用人体曲面重构法构建人体参数化模型,并对人体参数化模型进行参数化变形。人体曲面重建分为预处理和曲面生成两个步骤。预处理包括坐标调整、特征识别,然后利用人体切片技术和曲面光顺技术得到人体曲面和人体参数化模型。对参数化人体模型施加尺寸变形和插值变形两种参数化变形手段,得到个性化人体和系列化人体,从而为服装设计提供很好的模型支撑。  相似文献   

11.
The ease allowance is an important criterion in garment design. It is often taken into account in the process of construction of garment patterns. However, the existing pattern generation methods cannot provide a suitable estimation of ease allowance, which is strongly related to wearer's body shapes and movements and used fabrics. They can only produce 2D patterns for fixed standard values of ease allowance. In this paper, we present a new method for optimizing the estimation of ease allowance of a garment using fuzzy logic and sensory evaluation. Based on the optimized values of ease allowance generated from fuzzy models related to different key body positions and different wearer's movements, we obtain an aggregated ease allowance using the OWA operator. This aggregated result can further improve the wearer's fitting perception of a garment and adjust the compromise between the style of garments and the fitting comfort sensation of wearers. The related weights of the OWA operator are determined according to designer's linguistic criteria on comfort and garment style. The effectiveness of our method has been validated in the design of trousers of jean type. It can be also applied for designing other types of garment.  相似文献   

12.
Virtual Reality - Fitting an elegant 3D garment model onto a target 3D human model is crucial for garment design industry and virtual try-on systems. The alignment of the garment onto virtual...  相似文献   

13.
The use of 3D avatars is becoming more frequent with the development of computer technology and the internet. To meet users?? requirements, some software or programs have allowed users to customize the avatar. However, users are only able to customize the avatar using the pre-defined accessories such as hair, clothing and so on. That is, users have limited chance to customize the avatar according to their own styles. It will be of interest to users if they are able to change the appearance of the avatar by their own design, such as creating garments for avatars themselves. This paper provides an easy solution to dressing realistic 3D avatars for non-professional users based on a sketch interface. After a user drawing a 2D garment profile around the avatar, the prototype system can generate an elaborate 3D geometric garment surface dressed on the avatar. The construction of the garment surface is constrained by key body features. And the garment shape is then optimized to remove artefacts. The proposed method can generate a uniform mesh for processing such as mesh refinement, 3D decoration and so on.  相似文献   

14.
基于VC 6.0和OpenGL的三维试衣系统研究*   总被引:1,自引:0,他引:1       下载免费PDF全文
刘军  金耀 《计算机应用研究》2008,25(12):3824-3825
提出了采用基于特征匹配的方法实现三维试衣效果的展示。首先提取Poser 6.0中的三维人体模型和服装模型数据;然后通过三维网格模型的曲率特征在人体模型与服装模型之间建立映射关系来完成匹配,这个过程是一种刚体变换即获取旋转矩阵和平移矢量两部分;最后在VC++ 6.0的开发环境下,利用OpenGL强大的三维建模功能实现了三维试衣平台的搭建。该平台不但可以帮助顾客快速、准确地完成服装款式的选择和试穿,而且为服装产品的个性化设计和网上销售提供了有力的支持。  相似文献   

15.
The purpose of this study was to develop a textile component system that could be added to a compression garment to achieve body posture that more closely resembles an ideal balanced posture. The approach of this study was to find a middle ground of posture correctors and compression garments by combining structural support elements with garment compression to achieve effective posture modification as well as comfort. To achieve this goal, a Posture Modification System using Soft materials structures (PMSS) was developed by experimenting with textile elastic bands to mimic the structure and placement of anatomical postural features (muscles and spinal column) of a woman’s back torso. For prototype development, a bodysuit type shapewear garment was used to incorporate the PMSS and a wear test with female participants was conducted. To assess posture changes through body angles, participants were 3D scanned and questionnaires were administered to determine wearer acceptability. Body angle assessment indicated that wearing the prototype positively affected posture changes including more balanced shoulders, more aligned lateral center of gravity, and straighter spine. As assessed with a questionnaire, the prototype achieved higher wearer acceptability in terms of posture, body shape, and fit compared to the shapewear without the PMSS. This study shows the potential of developing the soft structural posture modification system for use beyond the lingerie category. Furthermore, more aligned postures exhibited by participants wearing the PMSS enhanced garment while carrying loads indicate potential in developing soft-structured posture support garments for load-bearing situations in industrial and military settings.  相似文献   

16.
Due to the limitation of Geostationary Earth Orbit(GEO)satellite resources,only very few TWSTFT links with parallel counterpart operating via diferent GEO satellites between two ground stations are available.There are 5 GEO satellites in BeiDou Navigation System,which enables an improved TWSTFT with Multi-GEO.Two algorithms are put forward to take the advantage of Multi-GEO links to improve the performance of time and frequency transfer respectively.The dynamic weight average algorithm based on a newly proposed dynamic time variance aiming at improving the performance of time transfer is shown to be able to reduce the dynamic time deviation of the two-way measurement result to 1/√N dynamic time deviation of the single link using N-GEO links,if each link has similar level of link noises.The algorithm of cancelling out the link noise Allan variances with 2-GEO links is expected to obtain the Allan variance of clock diference between two ground stations.The experiment results using 2-GEO links in BeiDou Navigation System show that the dynamic weight average algorithm can improve the dynamic time deviation of the two-way measurement to around 0.6 of that of the single link in an average concept.And the estimated Allan deviation of the clock diference using the algorithm for cancelling the noise Allan variances of both links can reach 7×10 12(τ0.65)for the averaging time 1–105s which is within the same order of magnitude as the estimated Allan deviation based on carrier Doppler measurement for the averaging time 10 s–104s,despite the noisy links with the Allan deviation follows 3×10 10(τ1).  相似文献   

17.
Difering from common 2D images,a texture map,since it is used to project onto a 3D model in 3D space,not only contains 2D texture information,but also implicitly associates certain 3D geometric information.Related to this,an efective 3D geometry-dependent texture map compression method with hybrid region of interest(ROI)coding is proposed in this paper.We regard the visually important area of the texture map as the ROI.To acquire the visually important areas of the texture map,we take into account information from both the 3D geometry and 2D texture maps,depicting the saliency of the textured model,distortion of the texture mapping,and boundary of the texture atlas.These visually important areas are expressed as a visual importance map.According to the particularity of the texture map,a hybrid ROI coding method that utilizes Max-Shift and an improved post compression rate distortion(PCRD)technique is presented,guided by this visual importance map.To find the exact wavelet coefcients pertaining to these ROIs before carrying out the hybrid ROI coding,this paper proposes a stochastic coefcient priority mask map computational method.Experimental results show that the visually important areas of the texture image have a better visual efect and that a good rendering result can be obtained from the texture mapping.  相似文献   

18.
基于草图交互的个性化服装生成方法   总被引:4,自引:1,他引:3  
以建立和交互修改三维服装草图为设计手段,提出在三维人体模型上生成三维个性化服装的参数化造型方法.服装草图由2种基本几何元素组成:体现人体围度信息的封闭样条曲线和体现人体在高度方向上曲面形状过渡的不封闭样条曲线.将服装草图约束分为2类4种:一类是体现服装宽松程度的人体与服装曲面之间的间隙约束;另一类是服装几何元素本身之间的共点、共面与对称约束.从人体的特征点出发,通过间隙约束生成服装草图的几何元素;在共点、对称和共面约束下,由服装草图几何元素建立拓扑结构为四边网格的服装草图.服装草图的交互修改是草图约束维护的过程,构建侧视图、正视图、断面图3个视图组成草图修改平台,在平台上交互编辑特征曲线.服装曲面则以三维草图为框架,通过对四边网格双线性Coons曲面插值生成.提供的设计方法使服装的造型变得简洁、灵活.  相似文献   

19.
Customizing 3D garments based on volumetric deformation   总被引:1,自引:0,他引:1  
Improving the reusability of design results is very important for garment design industry, since designing an elegant garment is usually labor-intensive and time-consuming. In this paper, we present a new approach for customizing 3D garment models. Our approach can transfer garment models initially dressed on a reference human model onto a target human model. To achieve this goal, firstly a spatial mapping between the two human models is established with the shape constraints of cross-sections. Secondly, the space around the clothed reference human model is tetrahedralized into five tetrahedral meshes each of which either can be worked dependently with its adjacent ones or can be worked independently. The clothed reference human model is parametrically encoded in the tetrahedral meshes. Thirdly, these tetrahedral meshes are deformed by fitting the reference human model onto the target human model by using constrained volumetric graph Laplacian deformation. The updated garment models are finally decoded from the deformed tetrahedral meshes. As a result, the updated garment models are fitted onto the target human model. Experiments show that our approach performs very well and has the potential to be used in the garment design industry.  相似文献   

20.
介绍了由服装的二维款式设计研究三维款式真实感效果显示的步骤,并对人台参数化建模、服装的变空隙量模型等技术进行实践,提出了一种实现三维着装效果显示方法,为款式设计提供直观帮助.通过二维款式平面图到三维图形的映射得到可控的三维服装,通过精确可靠的三维数据模拟三维款式效果.在三维服装上添加全局纹理映射和多重纹理映射以及褶皱效果,增强服装设计可视化效果.  相似文献   

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