• Title/Summary/Keyword: 3D skin deformation

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

  • Park, Hye-Jun;Wu, Yanjun;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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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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    • v.38 no.6
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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.

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

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.55-62
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    • 2012
  • This paper presents a new method to represent the secondary deformation effect using simple mass-spring simulation on the vertex shader of the GPU. For each skin vertex of a 3D character, a zero-length spring is connected to a virtual vertex that is to be rendered. When a skin vertex changes its position and velocity according to the character motion, the position of the corresponding virtual vertex is computed by mass-spring simulation in parallel on the GPU. The proposed method represents the secondary deformation effect very fast that shows the material property of a character skin during the animation. Applying the proposed technique dynamically can represent squash-and-stretch and follow-through effects which have been frequently shown in the traditional 2D animation, within a very small amount of additional computation. The proposed method is applicable to represent elastic skin deformation of a virtual character in an interactive animation environment such as games.

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

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Journal of Fashion Business
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    • v.20 no.3
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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.

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

  • Kim, So-Young;Hong, Kyung-Hi
    • Korean Journal of Human Ecology
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    • v.21 no.3
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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.

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

  • Kim, Nam Yim;Wu, Yan Jun;Hong, Kyunghi
    • Korean Journal of Human Ecology
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    • v.24 no.5
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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.

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

  • Yoon, S.J.;Hwang, S.M.
    • Transactions of Materials Processing
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    • v.25 no.2
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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.

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

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.

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

  • Yoon, S.J.;Hwang, S.M.
    • Transactions of Materials Processing
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    • v.25 no.2
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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.