• Title/Summary/Keyword: 3D virtual clothing

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3D Reconstruction of a Single Clothing Image and Its Application to Image-based Virtual Try-On (의상 이미지의 3차원 의상 복원 방법과 가상착용 응용)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.1-11
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    • 2020
  • Image-based virtual try-on (VTON) is becoming popular for online apparel shopping, mainly because of not requiring 3D information for try-on clothes and target humans. However, existing 2D algorithms, even when utilizing advanced non-rigid deformation algorithms, cannot handle large spatial transformations for complex target human poses. In this study, we propose a 3D clothing reconstruction method using a 3D human body model. The resulting 3D models of try-on clothes can be more easily deformed when applied to rest posed standard human models. Then, the poses and shapes of 3D clothing models can be transferred to the target human models estimated from 2D images. Finally, the deformed clothing models can be rendered and blended with target human representations. Experimental results with the VITON dataset used in the previous works show that the shapes of reconstructed clothing are significantly more natural, compared to the 2D image-based deformation results when human poses and shapes are estimated accurately.

The Comparison of User Preference on Domestic versus a Foreign 3D Virtual Try-On System (국내외 3차원 가상 의복 착장시스템에 대한 선호도 비교)

  • Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1184-1196
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    • 2010
  • Several applications of body scanning technology have been commercialized or are currently under development. The virtual fit from 3D scans is most advanced form of virtual try-on. This article is an analysis of the comparison of user preferences for domestic versus foreign 3D virtual try-on systems. For this study, domestic i-Fashion Mall (www.ifashionmall.co.kr) and a Canadian company, My Virtual Model (www.mvm.com) were selected as the most representative online retailers that offer a virtual try-on system. The respondents were comprised of 70 Korean female college students in the age group 20-29. A five point Likert scale was used to evaluate the degree of the preference of virtual avatar and try-on images. T-test, cross table, and a chi-square independence test were conducted for data analysis. The results are as follow. 1. The representation about current looks according to each virtual fit image indicates that MVM is more accurate than i-Fashion Mall. 2. About decision confidence, respondents have decision confidence in i-Fashion Mall in the case of the avatar image; however, respondents have confidence in MVM or the fit image. 3. There were no significant differences in among waist size groups in accuracy, trust of each avatar image, while there were significant differences among waist size groups in the accuracy and trust of each virtual fit image. 4. About ease of use, respondents answered that i-Fashion Mall is superior to MVM. 5. The respondents prioritized the ‘fitting report’ of i-Fashion Mall and ‘Weight loss’ of MVM over other functionalities.

A Study on the Shape of Shirring Using 3D Virtual Clothing System (3차원 가상 의복의 셔링 표현에 관한 연구)

  • Kang, In-Ae;Lee, So-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1111-1125
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    • 2010
  • Study is a basic analysis of a future virtual clothing system based on a comparative analysis of all the shirring, using a 3-dimensional apparel cad system. Frilled skirts shirred at the lower hemline were the subject of this study for a comparison of expression and shape of shirring. It compared the silhouette and details expressed in virtual and real skirts made of woolen fabrics and polyester satin, with different widths (1.5, 2 and 2.5 widths). It was found that the virtual skirt could not express shirring as exquisitely as the real skirt due to fabric thickness and other fabric characteristics. In addition, the increase in widths caused the frill shape to deform badly. In the case of a virtual skirt made of polyester satin, the increased multiplication factor let the frill spread out sharply (unlike the real skirt). Simulated skirts of polyester satin and woolen spread out to the sides with the sidelines of their frills hanging down markedly (unlike the real cloths) when the frills changed from 1.5 widths to 2 widths. When it came to the virtual skirt, side-line from the hip down all the way short of frill contorted with the wrinkle multiplication factor of 2 and 2.5 widths. This phenomenon was more notable in polyester satin skirts than in woolen skirts.

Effect of Fabric Properties used for the Loop Type Decorative Elements on the 3-dimensional Shape

  • Ko, Youngmin;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.3
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    • pp.30-47
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    • 2013
  • In the modern fashion industry, efficiency has been increasing thanks to development of computer graphics, IT technology, and digitalization. Unlike the past when fashion design heavily depended on handwork, digitalization of fashion industry makes fabrication time shorter and enables designers to adopt comprehensive expression, generating high value-added product. The Apparel CAD, an example of the digitalized fashion industry, has been developed from 2D system into a system providing 3D simulation. Digital clothing can be determined as an activity of designers using the tool in order to fabricate pattern and simulate its designed clothes in the virtual space of computer. In this study, physical properties of eight materials, which can be utilized on a par with current fashion trend, have been specified. For more sophisticated investigation, external appearance of the material was investigated by 3D scanning. In order to examine the physical properties of fabric specimens, KES(Kawabata Evaluation System) measurements and other physical property measurements were made. With the results, virtual material and clothes were simulated via CLO 3D, one of 3D apparel CAD systems. Then, virtual fabrics and clothes of similar types were generated and analyzed.

Measurement of Drape Appearance Similarity between Real and Digital Stretch Fabric

  • Kim, Hyeon-Ah;Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.645-654
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    • 2021
  • This study aimed to visually compare the implementation of digital virtual fabrics for stretch fabrics mainly used in clothing that closely touch the body, using CLO. A digital fabric was used in CLO after measuring the weight, thickness, bending, and tensile force of five adhering clothing fabrics using a CLO fabric kit. The visual similarity of draftability was compared by measuring the area of the bending angle and the shape of the wrinkles of the real and digital fabric. A comparison of the bending angles showed that Fabric A was -0.75° and Fabric D was -2.5°, showing slightly lower drape properties than the real fabric. Meanwhile, Fabric B was 2.75°, Fabric C was 2.13°, and Fabric E was 1.375°, showing slightly higher drape properties in the vertical direction than the real fabric. Comparing the widths of the drape shapes, Fabric A was 0.77%, Fabric B was 1.27%, Fabric C was 0.06%, and Fabric E was 1.48%, which showed a slight difference. Fabric D showed a difference of 3.17% and was implemented where the digital fabric spread a little wider. As a result, the stretch fabric was visually expressed similarly to the real fabric as a whole in CLO. For 3D virtual clothing technology to be used widely in the close clothing industry in the future, more research on real clothing is needed.

Prototype Torso Pattern for Circular Knit using Virtual Garment Software (가상착의에 의한 환편물 상의의 패턴 설계 방법 연구)

  • Kim, Hyeong Jin;Kim,, Yeo-Sook
    • The Korean Journal of Community Living Science
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    • v.22 no.1
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    • pp.53-61
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    • 2011
  • We have made knitwear in a different way from the typical woven pattern; it does not have the dart, even for women's tops. The purpose of this research was to compare the fit and appearance of the torso pattern for circular knitted fabric between virtual try-on garments and real garments. First, a woman in her 20's was scanned by a 3D body scanner, and thus producing a virtual avatar. I prepared knit patterns and created a torso pattern appropriate for circular knitted fabric. Next, I measured the body size of the avatar. The 2D patterns for the torso and sleeves were developed using the Yuka Super ALPHA : Plus. The 3D virtual garments were made from the imported 2D patterns and were then tried on the 3D virtual avatars. Finally, the fit of the real garments and the virtual garments was compared. While the shape of the virtual try-on garments were similar to the real garments, the folding and sagging were different. This study found the length was the same as woven wear. However the actual bust size and the clothing size were the same which is not a typical characteristic of woven wear. In the case of hem measurement, more space was needed than actual body size but less space was needed than in woven patterns.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

The Relevances of the Ease and the Appearance by Changing the Sleeve Cap Height Using Virtual Garment System (가상봉제에 의한 소매산 높이의 변화가 봉합여유량 및 외관에 미치는 영향)

  • Han, Mi-Ran;Kim, Yeo-Sook
    • The Korean Journal of Community Living Science
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    • v.23 no.2
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    • pp.189-198
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    • 2012
  • This study aim was to understand the effects of the change of the sleeve cap height on the sleeve cap line and the sleeve appearance by making nine different sleeve cap height patterns. When a subject sews the virtual and real garments with this, it provides data base through which she can make the suitable sleeve by conducting a comparative analysis of the appearance and cross-sectional diagram and grasping the relation between the sleeve cap line ease and the shape of the sleeve. As a result of the analysis of the image of 3D virtual garment, the shape of the armscye and the position of the bust line and sleeve baseline, the sleeve cap height and the sewing ease of the sleeve cap line affect on the shape of the sleeve and the armscye. Although the real garment is slightly different from the virtual garment they have shown similar tendency. Therefore, if the 3D virtual clothing system is used appropriately, it is possible to expect various study results in the apparel field without making real garments.

A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design (웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구)

  • Bae Lee-Sa;Lee In-Seong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.1-10
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    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

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