• 제목/요약/키워드: 3D 드레이핑

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Automatic Pattern Manipulation for Virtual Garment Design (가상의복 디자인을 위한 인터랙티브한 패턴조작)

  • Jung, Hwi-Ryong;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.123-130
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    • 2007
  • 본 논문에서는 기존 패턴캐드시스템 및 드레이핑시스템을 이용한 의복제작과정의 한계점과 개선가능성에 대해 알아보고, 이를 기반으로 새로 디자인한 의복제작시스템을 소개한다. 이 시스템은 원피스, 바지, 셔츠, 재킷 등 옷의 큰 스타일인 의복템플릿으로부터 의복디자인을 시작 한다. 소매, 카라, 포켓, 넥라인과 같은 템플릿 디테일들은 디자이너가 마음대로 다른 세부 템플릿들과 교체할 수 있으며, 세부 템플릿으로 커버할 수 없는 디테일한 수정은 3D 드레이핑 시스템과 2D패턴에디터에서의 직관적인 오퍼레이션을 통해 이루어진다.

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Design and Implementation of 2.5D Mapping System for Cloth Pattern (의복패턴을 위한 2.5D 맵핑 시스템의 설계 및 구현)

  • Kim, Ju-Ri;Joung, Suck-Tae;Jung, Sung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.611-619
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    • 2008
  • 2.5D Mapping system that embody in this paper can make new design by doing draping to live various texture and model picture image of fashion clothes by pattern, and can confirm clothes work to simulation without producing direction sample or product directly. Also, the system can support function that can forecast fabric design and state of end article exactly, and the system can bring competitive power elevation of fashion industry and cost-cutting effect by doing draping using database of fabric and model picture image. 2.5D Mapping system composed and embodied by mesh warp algorithm module, light and shade extraction and application module, mapping path extraction module, mesh creation and transformation module, and 2.5D mapping module for more natural draping. Future work plans to study 3D fashion design system that graft together 3D clothes technology and 3D human body embodiment technology to do based on embodiment technology of 2.5D mapping system and overcomes expression limit of 2.5D mapping technology.

Variation of Tow Geometry according to Mold Property and Shear Angle during Draping on 3D Curved Surfaces (3 차원 곡면 드레이핑 중 금형의 물성과 전단각에 따른 토우구조의 변화)

  • Chung, Jee-Gyu;Chang, Seung-Hwan
    • Proceedings of the Korean Society For Composite Materials Conference
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    • 2005.04a
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    • pp.154-157
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    • 2005
  • This paper aims to investigate the tow deformation pattern with respect to shear angle and mold property during draping of plain weave carbon/epoxy prepreg. Aluminum and PVC foams with different foam density are used for the draping hemisphere molds with 250 mm diameters. Microscopic observation reveals that tow parameters like crimp angle and Y-directional tow intervals are influenced by shear angle and mold density at the same time. The correlation between crimp angle and Y-directional tow interval is also found out.

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A Geometrical Generation Method of the Skirt 3D Models (스커트 3D 모델의 기하학적 생성 방법)

  • 최우혁;최창석;김효숙;강인애
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.7
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    • pp.770-777
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    • 2003
  • This paper proposes a geometrical method for generating and draping the skirt 3D models. The method constructs a 3D basic skirt model using a truncated elliptical cone and generates the various skirt 3D models by controlling the elliptical cone. The B-Spline approximates the 3D drapes which change variously according to the angles and the textiles of the skirts. The mapping sources consist of the textile textures and the skirt 2D model. The 2D models are obtained by mapping the 3D skirt models to the 2D plane. The mapping sources allow us to map the textiles to the 3D skirts. We make the real skirts for the 6 kinds of angles and textiles. and investigate the data of their drape appearances. The investigated data are applied to the virtual skirts. Appearances of the virtual skirts are similar to those of the real.

Design and Implementation of Garment Resizing Knowledge-base Regarding Body-Shape for 3D Hanbok Animation (3D 한복 애니메이션을 위한 체형별 크기 조정 지식베이스의 설계 및 구현)

  • 오수정;이보란;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.490-492
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    • 2004
  • 영화, 애니메이션, 게임 등 디지털 문화 컨텐츠에서 의상을 입은 캐릭터들의 사실성이 강조되는데, 기존의 패션 CAD나 의상 애니메이션 소프트웨어들은 디자인에 있어서 여러 단계의 작업을 거쳐야 하고 의상 디자인의 전문성을 요구한다 특히, 최근 우리 문화 원형의 디지털 컨텐츠화로 디지털 한복의 수요가 증가하고 있으며, 한복은 재단이나 착용방식 등에서 양복과는 구성학적 차이점을 지님에도 불구하고 디지털 한복 제작을 위한 전문 시뮬레이션 도구는 전무하다. 따라서, 본 연구에서는 전통적인 한복의 제작에서 사용하는 신체 치수 측정방법과 옷본 및 체형에 따른 사이즈 조정 방법을 지식베이스로 구축하였다. 이를 통해 한복에 대한 사전 지식이 업는 사용자들도 가상 캐릭터에 쉽게 한복을 착용 시킬 수 있는 지식 기반 한복 드레이핑 방법을 제안한다.

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Development of a Custom-Made Dress Form for Draping Based on 3D Handheld Scanners and 3D Printing Technology (3D 핸디형 스캐너와 3D 프린팅 기술 기반 드레이핑용 커스텀 메이드 드레스폼 개발)

  • Ryu, Eun Joo;Song, Hwa Kyung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.451-459
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    • 2022
  • This study aimed to develop a a custom-made dress form for draping using a live model's 3D body scan obtained from an entry-level 3D handheld scanners, 3D modeling software and 3D printing technology. A female subject was recruited whose body size fell under the normal (N) body shape criteria suggested by KS K 0051. First, the handheld scanner reduced the length of the legs in scanning, but most of the scanning operations between the neck and crotch levels were conducted accurately. Therefore, this study was designed to develop a torso dress form. The full body 3D scan was edited into a torso shape using ZBrush® software. Using Rhinoceros® and Materialise's Magics software, a 3D body scan was modeled so that the user could fit two types of mannequin stands (one with a neck fixation from above and one with an insert from below) to the dress form. The body scan was divided into 9 pieces to fit the printable size of the Stratasys 3D printer Fortus 250mc, and the cross-sectional distance from the center to the periphery was downsized by 2 mm. After outputting the dress form scan file with a 3D printer, the dress form was manufactured by the first covering it with a 4 oz nonwoven pad and the second covering with a single jersey material.

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

  • Kim, Ju-Ri;Lee, Hae-Jung;Joung, Suck-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2157-2163
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    • 2011
  • In this paper, we designed 2D, 2.5D cloth design system and a 3D cloth animation system. They make the 3D cloth animation possible by using coordinate points extracted from 2D and 2.5D cloth design system in order to realize a system that allows customers to wear clothes in the virtual space. To make natural draping, it uses for description the mesh creation and transformation algorithms, path extraction algorithm, warp algorithm, and brightness extraction and application algorithms. The coordinate points extracted here are received as text format data and inputted as clothing information in the cloth file. Moreover, the cloth file has a 2D pattern and is realized to be used in the 3D cloth animation system. The 3D cloth animation system generated in this way builds a web-based fashion mall using ISB (Internet Space Builder) and lets customers view the clothing animation on the web by adding the animation process to the simulation result.

Development of 1/2 Dress Form for Draping using 3D Avatars (3D 아바타를 이용한 드레이핑용 1/2 드레스폼 개발)

  • Lee, Ye-Ri;Jang, Jeong-Ah
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.834-843
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    • 2020
  • This study develops 1/2 dress forms for draping. This study investigated the production status of domestic and foreign products in order to model their shape using CLO 3D. In addition, it developed torso-type and torso-crotch-type products that allowed for draping using a 3D printer. This study analyzed shape and size compared to developed ones after referring to the Size Korea 7th Survey data as well as seven domestic and foreign company websites. The results are follows. First, an investigation of the production status of the products for the size of most of the domestic ones (except K-4) indicated that the waist circumference was slimmer than Size Korea. Bust, waist, and hip circumferences ranged from 42.0 cm, 32.0 cm, and 45.0 cm - 49.0 cm, respectively, in Chinese products; 42.0 cm - 43.0 cm, 30.5 cm - 31.5 cm, and 46.0 cm - 46.5 cm in Japanese products; 43.0 cm, 35.0cm, and 46.5 cm in American products (Japanese body shape applied). Second, an avatar was produced on a 3D software with the average size of 20-24year-old women, and its file modified as a dress form for 3D printing with PLA filament to produce dress forms for draping, workable with pins, using quilting cotton and cotton cloth. Third, the comparisons of the form and flattening between the developed dress forms and the selling ones indicated that flattening was bigger in the waist part of the former than the latter. The waist is produced too slim in the existing dress forms; therefore, it is necessary to correct the waist circumference. Unlike existing dress forms, the developed ones were produced in proximity to the average size of 20-24 year-old women in the Size Korea 7th Survey.

Digital Hanbok Modeling for Virtual Characters : A Knowledge-driven Approach (가상캐릭터의 디지털 한복 모델링을 위한 지식기반 접근법)

  • Lee Bo-Ran;Oh Sue-Jung;Nam Yang-Hee
    • The KIPS Transactions:PartB
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    • v.11B no.6
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    • pp.683-690
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    • 2004
  • Garment modeling and simulation is now one of the important elements in broad range of digital contents. Though there have been recent products on garment simulation, general users do not know well enough how to design a virtual costume that meets some requirements about its specific clothing pattern. In particular, Hanbok - the Korean traditional costume - has many different characteristics against western ones in the aspect of its pattern design and of draping. This paper presents a knowledge-driven approach for virtual Hanbok modeling without knowing how to make real Hanbok. First, parameterized knowledge for several fabric types art solicited using visual similarity assessment from simulated and real cloth. Secondly, based on the analysis of designer's knowledge, we defined multi-level adjustment processes of Hanbok measurements with regard to body shape features for different virtual actors. An experimental system is developed as the form of a Maya plug-in and the result shows the applicability of the proposed method.

Butterfly Motif Design in Contemporary Fashion Collection - Focusing on VOGUE from 2019 to 2023 - (현대 패션컬렉션에 표현된 나비모티브 디자인 분석 -2019년~2023년 VOGUE를 중심으로-)

  • Shin, Jaeyoung;Huh, Jungsun
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.379-386
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    • 2024
  • The purpose of this study was to pay attention to the increase in the frequency of expression of butterflies and insects, whose decrease in the number of individuals is symbolized as a measure of environmental pollution, among the various motifs of nature as we go through the COVID-19, when we realized the importance of nature. The scope of this study was limited to fashion collection fashion show photos and interview articles of online for fashion collections from 2019 to 2023. As a result of the study, 185 butterfly motivation fashion design appeared, and digital printing techniques were the most used as a type of plane expression method. Along with this, techniques such as quilting, embroidery, and beading have appeared a lot as techniques to express the planar motif of butterflies. As for the three-dimensional expression types, 3D printing, laser cutting, corsage techniques, and draping techniques showed similar proportion. It can be seen that the expressed butterfly motif had more realistic description the shape of the butterfly as it was than abstract expressions. In conclusion, it can be seen that the butterfly motif fashion design over the past five years contains a stronger message about the environment than the butterfly motif fashion in the past. It was confirmed that it is a motif with a great symbolic meaning that can convey an eco-friendly message beyond just the morphological beauty and colorful design elements of the butterfly.