• 제목/요약/키워드: 3D skin deformation

검색결과 19건 처리시간 0.029초

밀착형 셔츠 설계를 위한 피부변형의 3차원 측정 (3D Measurement of Skin Deformation for the Design of a Tight-fitting Torso Pattern)

  • 박혜준;오염군;홍경희
    • 한국의류학회지
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    • 제34권11호
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    • pp.1824-1835
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    • 2010
  • This study develops tight-fitting torso patterns for performance garments by taking into account the skin deformation generated directly from a 3D scan during arm movements. The skin deformation caused during the arm movements was scanned after scanning the skin surface stamped with a circle. To create a torso pattern in response to skin deformation, the ratio and direction of the skin deformation were first measured and analyzed so that the 3D human body could be segmented. After translating, the 3D skin surface was segmented into 2D flat patterns, designing nude patterns and reducing them as well as tight-fitting shirts: the skin deformation segment shirts were made in response to the skin deformation. The features of the fabric deformation and the garment pressure were analyzed and evaluated. In comparison with a clothing construction segment shirt, the diameter of the skin deformation segment shirt was smaller as well the ratios of extension and reduction was less. The garment pressure of the skin deformation segment shirt was higher. The skin deformation segment shirt fitted more tightly compared to a clothing construction segment shirt as it covered the body more thoroughly and was as comfortable as the other shirts with less fabric deformation made as the body moved.

Transferring Skin Weights to 3D Scanned Clothes

  • Yoon, Seung-Hyun;Kim, Taejoon;Kim, Ho-Won;Lee, Jieun
    • ETRI Journal
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    • 제38권6호
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    • pp.1095-1103
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    • 2016
  • We present a method for transferring deformation weights of a human character to three-dimensional (3D) scanned clothes. First, clothing vertices are projected onto a character skin. Their deformation weights are determined from the barycentric coordinates of the projection points. For more complicated parts, such as shoulders and armpits, continuously moving planes are constructed and employed as projection reference planes. Clothing vertices on a plane are projected onto the intersection curve of the plane with a character skin to achieve a smooth weight transfer. The proposed method produces an initial deformation for physically based clothing simulations. We demonstrated the effectiveness of our method through several deformation results for 3D scanned clothes.

GPU를 이용한 3차원 캐릭터의 빠른 2차 피부 변형 계산 (Computing Fast Secondary Skin Deformation of a 3D Character using GPU)

  • 김종혁;최정주
    • 한국컴퓨터그래픽스학회논문지
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    • 제18권2호
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    • pp.55-62
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    • 2012
  • 본 논문에서는 GPU의 정점 셰이더에서 각 정점별 질량-스프링 모의 실험을 수행하여, 매우 빠른 속도로 피부의 2차 변형을 표현하는 새로운 방법을 제안한다. 3차원 캐릭터의 각 피부 정점에 대해, 길이가 0인 스프링으로 가상 정점을 연결하고, 캐릭터 동작에 따라서 피부 정점의 위치 및 속도가 변화하면, 질량-스프링 모의 실험을 통해 렌더링 될 가상 정점의 위치를 GPU의 정점 셰이더를 사용하여 병렬적으로 계산한다. 본 논문에서 제시하는 방법을 통해 피부의 재질 특성을 반영하는 2차 변형을 매우 빠르게 표현할 수 있으며, 각 피부 정점에 제안한 방법을 동적으로 적용하면 전통적인 2차원 애니메이션에서 관찰되는 수축-팽창(squash-and-stretch), 추종(follow-through)과 같은 효과도 매우 빠른 연산시간에 효과적으로 표현할 수 있다. 따라서 본 논문의 결과는 게임과 같은 실시간 응용분야에서 가상 캐릭터의 피부 변형을 표현하는데 효과적으로 사용될 수 있다.

Development of Ergonomic Leg Guard for Baseball Catchers through 3D Modeling and Printing

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • 패션비즈니스
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    • 제20권3호
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    • pp.17-29
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    • 2016
  • To develop baseball catcher leg guards, 3-dimensional (3D) methodologies, which are 3D human body data, reverse engineering, modeling, and printing, optimized guard design for representative positions. Optimization was based on analysis of 3D body surface data and subjective evaluation using 3D printing products. Reverse engineering was used for analysis and modeling based on data in three postures: standing, $90^{\circ}$ knee flexion, and $120^{\circ}$ knee flexion. During knee flexion, vertical skin length increased, with the thigh and knee larger in anterior area compared to the horizontal dimension. Moreover, $120^{\circ}$ knee flexion posture had a high radius of curvature in knee movement. Therefore, guard designs were based on increasing rates of skin deformation and numerical values of radius of curvature. Guards were designed with 3-part zoning at the thigh, knee, and shin. Guards 1 and 2 had thigh and knee boundaries allowing vertical skin length deformation because the shape of thigh and knee significantly affects to its performance. Guard 2 was designed with a narrower thigh and wider knee area than guard 1. The guards were manufactured as full-scale products on a 3D printer. Both guards fit better in sitting than standing position, and guard 2 received better evaluations than guard 1. Additional modifications were made and an optimized version (guard 3) was tested. Guard 3 showed the best fit. A design approach based on 3D data effectively determines best fitting leg guards, and 3D printing technology can customize guard design through immediate feedback from a customer.

동적자세와 피부분절을 이용한 기능성 밀착의복 제작 프로세스 (Engineering design process of tight-fit sportswear using 3D information of dermatomes and skin deformation in dynamic posture)

  • 김소영;홍경희
    • 한국생활과학회지
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    • 제21권3호
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    • pp.551-565
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    • 2012
  • The primary goal of this study was to provide a systematic methodology of utilizing 3D technology for tight-fit performance sportswear using information of skin deformation in various posture. Technical tools used in this study are Cyberware whole body scanner, RapidForm2004, 2C-AN 3D pattern development program, and YukaCAD. Analysis of the 3D skin deformation while knee joint was bent from $0^{\circ}$ to $60^{\circ}$ revealed that the length of dermatomes L4 was remained consistent during knee bending. Therefore, L4 was chosen as a major cutting line. To develop a highly ergonomic pattern, replicas of static and dynamic postures were developed and integrated using two methods, one is morphing method (Sqirlz Morph), and the other is AutoCAD. Experimental tight-fit garments called 'Derm-Mov Pattern' was designed using dematomes L4, L2, and inner line under knee and compared with four other patterns. As results, AutoCAD was appropriate as a integrating method of various postures. In wear test, 'Derm-Mov Pattern' was rated high (p < .001), in terms of pressure comfort especially around front crotch area. However, wear sensation was not signipicantly different in other area due to highly extensible property of materials. Pressure distribution was relatively even in these experimental garments.

팔 외전 시 몸통의 피부 변화량 분석과 이를 활용한 3D 컴프레션 상의 설계 (Design of 3D compression upper wear based on skin deformation during arm abduction)

  • 김남임;오염군;홍경희
    • 한국생활과학회지
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    • 제24권5호
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    • pp.687-700
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    • 2015
  • Lines of non-extension (LoNEs) on torso surface during arm abduction were investigated to provide appropriate location for inserting less-extensible yarns which can be used as seams for design and or clothing pressure variation. As experimental methods, reference points about 3 cm apart were marked on the skin and scanned at 30, $90^{\circ}$ and $135^{\circ}$ arm abduction. Skin deformation was measured by connecting reference points in horizontal, vertical and various angles of diagonal directions. Observation of skin deformation was made within the separated sections of the torso as well as integrated ones to cover the various occasions of design application. LoNEs of front and back torso were provided as mapping lines. Actual compression wear of three types was constructed with different pattern reduction rate at each separated section using LoNEs as boundary cutting lines. Clothing pressure and subjective evaluations of those three compression wear were evaluated by six subjects. LoNEs found in this study were useful as seam lines to differentiate clothing pressure at each part of the body, providing positive wear sensation. It is also expected that LoNEs can be paths for less strechable conductive yarns of IT-integrated upper garments.

3차원 유한요소법에 기초한 조질 압연 공정 해석 - Part I : 유한요소해석 (3D Finite Element-based Study on Skin-pass Rolling - Part I : Finite Element Analysis)

  • 윤성진;황상무
    • 소성∙가공
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    • 제25권2호
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    • pp.130-135
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    • 2016
  • Rolled products often have residual stresses or strip waves that are beyond the customer’s tolerance. To resolve this problem, skin-pass rolling is widely used during post-processing of such products. Because a short contact length compared to the strip width is a characteristic of skin-pass rolling, several numerical analyses have been previously conducted based on a two-dimensional approach. In the current study, a series of simulations was conducted using numerical analysis of three-dimensional elastic-plastic finite element method.

사실적인 3D 얼굴 모델링 시스템 (Realistic individual 3D face modeling)

  • 김상훈
    • 한국전자통신학회논문지
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    • 제8권8호
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    • pp.1187-1193
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    • 2013
  • 본 논문은 사실적인 3D 얼굴 모델링과 얼굴 표정 생성 시스템을 제안한다. 사실적인 3D 얼굴 모델링 기법에서 개별적인 3D 얼굴 모양과 텍스쳐 맵을 만들기 위해 Generic Model Fitting 기법을 적용하였다. Generic Model Fitting에서 Deformation Function을 계산하기 위해 개별적인 얼굴과 Generic Model 사이의 대응점을 결정하였다. 그 후, Calibrated Stereo Camera로부터 캡쳐 된 영상들로부터 특징점을 3D로 복원하였다. 텍스쳐 매핑을 위해 Fitted된 Generic Model을 영상으로 Projection하였고 사전에 정의된 Triangle Mesh에서 텍스쳐를 Generic Model에 매핑 하였다. 잘못된 텍스쳐 매핑을 방지하기 위해, Modified Interpolation Function을 사용한 간단한 방법을 제안하였다. 3D 얼굴 표정을 생성하기 위해 Vector Muscle기반 알고리즘을 사용하고, 보다 사실적인 표정 생성을 위해 Deformation 과 vector muscle 기반의 턱 rotation을 적용하였다.

3차원 유한요소법에 기초한 조질 압연 공정 해석 - Part II : 모델 개발 (3D Finite Element-based Study on Skin-pass Rolling - Part II : Development of the Model)

  • 윤성진;황상무
    • 소성∙가공
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    • 제25권2호
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    • pp.136-140
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    • 2016
  • Although the finite element method is a good tool to analyze skin-pass rolling, it is hard to be applied in the field because of its long calculation time. In the current study, simple numerical models were developed for the prediction of roll force and residual stress profiles along the strip width. These models are based on finite element analysis and a coupled solution of Sims’ equation and Hitchcock’s formula. The results indicate that plastic strains can be represented as in simple equations of the deformed roll profile and the initial thickness of the strip.