• Title/Summary/Keyword: 3D body model

Search Result 536, Processing Time 0.03 seconds

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
    • /
    • v.45 no.6
    • /
    • pp.965-977
    • /
    • 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.

Briefs Pattern Making for Women in their 20's using 3D Parametric Human Body Model (3차원 파라메트릭 모델을 활용한 20대 성인 여성용 브리프 패턴 설계)

  • Choi, Sin-Ae;Park, Soon-Jee
    • Fashion & Textile Research Journal
    • /
    • v.12 no.5
    • /
    • pp.642-649
    • /
    • 2010
  • This study was designed to generate briefs pattern for women in their twenties using 3D parametric body model. 151 women in their 20's were random sampled and measured using Martine's anthropometry. And one subject was chosen as the representative subject for 3D scanning. Parametric model was generated of using CATIA P3, Unigraphics NX4.0, Rapidform 2006. And the 3D surface of parametric body model was flattened onto the 2D plane. 3 downscale ratios(0%, 10%, 15%) were applied to generated pattern to figure out what downscale ratio was suitable to make briefs with stretch fabric. 4 kinds of experimental briefs were made with stretch fabrics(0%, 10%, 15% downscale) and worn on the dressform. Subjective evaluation on the appearance was done and the data was analyzed by ANOVA with post-hoc test. Briefs pattern was generated through the process of flattening the parametric surface and arranging the patches to make briefs pattern by dart manipulation. The different ration of outline and area between 3D surface and 2D pattern were 0.22% and 0.09% respectively. It showed that a parametric model could provide a desirable pattern with minute size error. The results of subjective evaluation on the appearance of 4 experimental briefs showed that stretch briefs with 15% downscale ratio was evaluated most highly in most items. Findings imply that it is feasible to apply 3D parametric model to generate patterns for various items considering various fabric properties.

A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
    • /
    • v.40 no.6
    • /
    • pp.159-171
    • /
    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.

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

  • Choi, Chang-Seok
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.10
    • /
    • pp.521-528
    • /
    • 2007
  • This paper proposes a new method for the high- speed penetration detection between the 3D human body model and the 3D cloth model using a virtual cylinder, and for the correction of the 3D cloth model. Penetration sometimes occurs locally, when the cloth model is adopted geometrically to the body. This method establishes the virtual cylinder surrounding the body model and the cloth model, and selects at a time the candidates of the penetrated points using the virtual cylinder. Finally, the penetrated points are detected among the candidates. Shift of the vertices or division of the edges in the penetrated points can correct the cloth model geometrically. This method works faster than the physical-based method. The latter requires the repeated detection of the penetrated points using bounding volume and the repeated corrections of the cloth model using dynamics.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.619-628
    • /
    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Comparative study of turbulent flow around a bluff body by using two- and three-dimensional CFD

  • Ozdogan, Muhammet;Sungur, Bilal;Namli, Lutfu;Durmus, Aydin
    • Wind and Structures
    • /
    • v.25 no.6
    • /
    • pp.537-549
    • /
    • 2017
  • In this study, the turbulent flow around a bluff body for different wind velocities was investigated numerically by using its two- and three-dimensional models. These models were tested to verify the validity of the simulation by being compared with experimental results which were taken from the literature. Variations of non-dimensional velocities in different positions according to the bluff body height were analysed and illustrated graphically. When the velocity distributions were examined, it was seen that the results of both two- and three-dimensional models agree with the experimental data. It was also seen that the velocities obtained from two-dimensional model matched up with the experimental data from the ground to the top of the bluff body. Particularly, compared to the front part of the bluff body, results of the upper and back part of the bluff body are better. Moreover, after comparing the results from calculations by using different models with experimental data, the effect of multidimensional models on the obtained results have been analysed for different inlet velocities. The calculation results from the two-dimensional (2D) model are in satisfactory agreement with the calculation results of the three-dimensional model (3D) for various flow situations when comparing with the experimental data from the literature even though the 3D model gives better solutions.

A Study for Animation Using 3D Laser Scanned Body Data (인체 전신 레이저 스캔 데이터를 대상으로 한 인체 애니메이션 연구)

  • Yoon, Geun-Ho;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.10
    • /
    • pp.1257-1263
    • /
    • 2012
  • An implementation of animation module using the 3D body data scanned by laser scanner is reported in this paper. Characteristic points of the skeleton in human body were picked up as pivot point for 3D rotation. The body data set wes reconstructed as objects built in hierarchical tree structure, which is based on skeleton model. In order to implement the 3D animation of the laser scanned body data, the vertexes of the objects were connected as skeleton structure and animated to follow dynamic patterns inputted by user.

Real-time Avatar Animation using Component-based Human Body Tracking (구성요소 기반 인체 추적을 이용한 실시간 아바타 애니메이션)

  • Lee Kyoung-Mi
    • Journal of Internet Computing and Services
    • /
    • v.7 no.1
    • /
    • pp.65-74
    • /
    • 2006
  • Human tracking is a requirement for the advanced human-computer interface (HCI), This paper proposes a method which uses a component-based human model, detects body parts, estimates human postures, and animates an avatar, Each body part consists of color, connection, and location information and it matches to a corresponding component of the human model. For human tracking, the 2D information of human posture is used for body tracking by computing similarities between frames, The depth information is decided by a relative location between components and is transferred to a moving direction to build a 2-1/2D human model. While each body part is modelled by posture and directions, the corresponding component of a 3D avatar is rotated in 3D using the information transferred from the human model. We achieved 90% tracking rate of a test video containing a variety of postures and the rate increased as the proposed system processed more frames.

  • PDF

Generation Method of 3D Human Body Level-of-Detail Model for Virtual Reality Device using Tomographic Image (가상현실 장비를 위한 단층 촬영 영상 기반 3차원 인체 상세단계 모델 생성 기법)

  • Wi, Woochan;Heo, Yeonjin;Lee, Seongjun;Kim, Jion;Shin, Byeong-Seok;Kwon, Koojoo
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.15 no.4
    • /
    • pp.40-50
    • /
    • 2019
  • In recent years, it is important to visualize an accurate human body model for the low-end system in the medical imaging field where augmented reality technology and virtual reality technology are used. Decreasing the geometry of a model causes a difference from the original shape and considers the difference as an error. So, the error should be minimized while reducing geometry. In this study, the organ areas of a human body in the tomographic images such as CT or MRI is segmented and 3D geometric model is generated, thereby implementing the reconstruction method of multiple resolution level-of-detail model. In the experiment, a virtual reality platform was constructed to verify the shape of the reconstructed model, targeting the spine area. The 3D human body model and patient information can be verified using the virtual reality platform.

Size Specifications of Females Aged between 7 and 18 for 3D Body Model Development (여자 7-18세 3D 모델을 위한 인체 사이즈 스펙 개발)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
    • /
    • v.15 no.2
    • /
    • pp.247-255
    • /
    • 2013
  • This study develops size sections and specifications for females 7-18 years old. The specifications will contribute to the development of precise virtual models that represent basic data for the size alteration of 3D virtual models. A total of 33 items from the $5^{th}$ Size Korea data set were adopted and analyzed. Two representative factors (Obesity and Height Factors) were identified through a factor analysis of the 33 items. Waist circumference and stature were selected as representative variables for Obesity and Height Factors, respectively, and conducted cross tabulations between waist circumference and height for the age groups of 7-12 and 13-18 year-olds. Size sections were developed for the development of 3D models based on the results. A regression analysis then developed size specifications for each section with independent variables of waist circumference and height as well as dependent variables of reference body size. Subsequently, Obesity Factors were better explained by waist circumference and Height Factors were better explained by stature. Finally, size specifications for each section were developed.