• Title/Summary/Keyword: 3D Virtual Model

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A case Study of 3D Model Application for Combining Nuclear Power Industry with Virtual Reality Technology (원전 산업과 가상현실기술 접목을 위한 3D 모델 원전 적용사례 연구)

  • Lim, Byung-Ki
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2019.05a
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    • pp.224-225
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    • 2019
  • Virtual reality technology can be defined as human-computer interface that makes virtual place of specific environments or situation is an interactive computer-generated experience taking place within a simulated environment. In order to combine virtual reality technology of domestic nuclear power industry, the R&D Project has been developing a virtual/augment reality system for nuclear power plant from April 2018 to March 2021. To effectively apply virtual reality technology of domestic nuclear industry, it is necessary to build virtual space similar to real environment. Therefore, This study is analysed 3d model status for nuclear power plant during the life-cycle, and suggested a method to build 3D cad model close to real environment.

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Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.965-977
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    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

A Study for Design of Reinforced Concrete Pier Based on Virtual Model (Virtual Modeling 기반의 철근 콘크리트 교각 설계에 관한 연구)

  • Lee, Heon-Min;Park, Jae-Geun;Kim, Min-Hee;Choi, Jung-Ho;Shin, Hyun-Mock
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.96-99
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    • 2008
  • When the design modification is occurred, at present, design process based on 2-D spend more time and effort than that based on 3-D to modify related structural details. To improve and develop these processes, therefore, the design possibility of civil structures based on virtual model of 3-D must be investigated. We designed reinforced concrete pier of 3-D model, containing parameters. The parameters was defined as structural details like area of the section, reinforcement specification for design modification and structural analysis. In this paper, we researched about the processes modeling of reinforced concrete bridge pier based on parameters, the extracting data from the virtual model of 3-D, and the reflection of data to virtual model throughout structural analysis.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Virtual Models for 3D Printing

  • Haeseong Jee
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.1
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    • pp.1-11
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    • 1999
  • surface texture denotes set of tiny repetitive geometric features on an object surface. 3D Printing can readily create a surface of controlled macro-textures of high geometric complexity. Designing surface textures for 3D Printing, however, is difficult due to complex macro-structure of the tiny texture geometry since it needs to be compatible with the non-traditioal manufacturing method. In this paper we propose a visual simulation technique involving development of a virtual model-an intermediate geometric model-of the surface texture design prior to fabricating the physical model. Careful examination of the virtual model before the actual fabrication can help minimize unwanted design iterations. The proposed technique demonstrated visualization capability by comparing the virtual model with the physical model for several test cases.

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Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

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.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Study of Model Based 3D Facial Modeling for Virtual Reality (가상현실에 적용을 위한 모델에 근거한 3차원 얼굴 모델링에 관한 연구)

  • 한희철;권중장
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.193-196
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    • 2000
  • In this paper, we present a model based 3d facial modeling method for virtual reality application using only one front of face photography. We extract facial feature using facial photography and modify mesh of the basic 3D model by the facial feature. After this , We use texture mapping for more similarity. By experiment, we know that the modeling technic is useful method for Movie, Virtual Reality Application, Game , Clothing Industry , 3D Video Conference.

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Construction of the Personal 3D Characters for Virtual Clothing Coordination (가상 의복 코디네이션을 위한 개인 3D캐릭터의 구성)

  • 최창석;김효숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.9_10
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    • pp.1015-1025
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    • 2003
  • This paper proposes a method for constructing the virtual characters adopting the personal body types for the clothing coordination. At first, the method produces the 38 kinds of the Korean 3D body models considering sex, ages and body types, and constructs model DB. We select a model similar to the personal body size from DB and deform the selected model according to body size. The method deforms the model linearly for height 12 items, width 6 items, depth 5 items and round 13 items, and constructs the personal character fitted to the personal body size. The preprocess for model deformation consists of grouping for body part and establishing the feature points. Linear deformation for each group leads us to easy construction of the virtual personal characters. This method has two advantages as follows: 1. Large reduction of man power, cost and time for DB construction of the body 3D models, since the preprocess permits us to effectively use the various body models whose geometrical structures are different, 2 Suitability to Web-based clothing coordination, since the body deformation method is simple and its speed is very high.