• 제목/요약/키워드: 3D virtual garment

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이미지 변형 기법을 이용한 가상 드레스업 시스템 (Virtual DressUp system by using image deformation method)

  • 김나리;윤종철;이인권
    • 한국컴퓨터그래픽스학회논문지
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    • 제15권2호
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    • pp.1-8
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    • 2009
  • 본 논문에서는 사용자가 입력한 사람의 신체 모델과 모델에 입혀질 옷의 두 이미지를 입력으로 하여 2D상에서 옷과 모델이 잘 어울리게 입혀지는 가상의 드레스 업(Dress up)시스템을 제안한다. 첫 번째 단계에서는 골격 구조의 조인트 정보를 이용하여 옷 이미지를 크게 변형시킨다. 다음으로 옷의 경계에 있는 점들을 샘플링 하여 모델의 경계에 있는 점과 매칭 시키고 그 점들을 이용해 최적화 단계를 거쳐 최종적인 피팅 결과를 도출해 낸다. 두 단계를 거쳐 피팅 된 옷의 경우 평면적으로 보이기 때문에 부자연스러운 결과를 보이게 되므로 자연스러운 렌더링 결과를 위해서 이를 3D로 재구성 (reconstruction)시킨다. 재구성된 3D구조로부터 쉐이딩 정보를 가져와 다시 2D상에서 렌더링을 함으로써 최종적인 결과를 도출하게 된다. 본 연구에서 제안된 시스템을 통해 2D 기반의 가상 옷 시뮬레이션 결과를 얻을 수 있게된다.

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A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

3차원 스캔과 가상 착의 기술의 평가와 활용에 관한 질적연구 (The Qualitative Study on the Evaluation and the Application of 3D scan and virtual try-on technology)

  • 최영림;남윤자
    • 한국의류산업학회지
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    • 제11권3호
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    • pp.437-444
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    • 2009
  • According to the activation of the fashion electronic commerce, this research investigated the merits and demerits and improvement plan of the 3D virtual try-on technology using the qualitative research method. This research was performed by interview with 70 evaluation group. The evaluation group of 3D virtual try-on was organized and the fit evaluation process by 3D human body scan and the 3D virtual try-on of the i-Fashion technology center were experienced. This study was performed by interview after the actual and virtual try-on about the casual shirt. The convenience and accuracy of measurement, usability in online shopping, body evaluation, complement of sizing system, and body shape management were discovered as merits. The requirement of high accuracy in sizing and avatar, limits of fabric expression, practical limitation by cost, vexatious of measurement garment, differences between real and virtual fittings, personal information leakage risk, and etc were pointed out as demerits. The mass customization, customized garment connected with medical service, humanized avatar, improved fitting report, entertainment, coordination, wardrobe manager were proposed as improvement plan.

3차원 가상착의에 의한 남성 Jean Pants 패턴 비교 분석 (Comparative Analysis of the Patterns for Men's Jean Pants by 3D Virtual Garment Simulation Evaluation)

  • 홍은희;어미경;김경아
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.223-237
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    • 2015
  • This study is to compare the pattern making methods of men's jeans and to analyze sizes of parts while also evaluating the appearance and fit according to a 3D virtual garment simulation. Five types of patterns are selected for the analysis. For the appearance evaluation, the study conducted a virtual clothing simulation, created a perspective drawing, and applied Clothing pressure to each test outfit. First, according to the pattern comparisons, A and D had the shortest crotch length, while B had the longest; B had the narrowest crotch width, while C had the widest; C had the greatest waist circumference, and B had the smallest; C had the greatest knee and hem circumference, while E had the smallest. Second, according to the appearance evaluation, E pants had the highest rating overall for the waist, crotch, knee, and hem comfort; A pants had the highest rating for the yoke line end and placement; and C pants had the highest rating for the side seam line. According to the correlation analysis, ease of the waist, hips, hem and thighs were important factors (in that order) in determining the overall appearance of the jean pants.

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가상아바타에 따른 가상의복의 비교평가 (Comparative Assessment of Virtual Garments using Direct and Manual Avatars)

  • 임호선
    • 복식문화연구
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    • 제19권6호
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

성인 남성의 기본 상의 원형 비교 연구 - 3차원 가상착의 시스템을 이용하여 - (A Comparative Study on Men's Bodice Slopers - Using a 3D Virtual Garment System -)

  • 홍은희;서미아
    • 복식문화연구
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    • 제20권3호
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    • pp.403-415
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    • 2012
  • This study did a comparative analysis on the patterns of several male bodice slopers, followed by evaluating the appearance through a virtual garment simulation, which used a three-dimensional virtual garment system. Through this process, this study attempted to comparatively analyze the suitability of the garment or each sloper according to body parts. The analysis of the drawing formulas of bodices slopers had the following results. With a standard chest size, all six slopers had a 1:4 ratio for a front and back chest size; 1:5 or 1:6 for a front and back breast size 1:5 or 1:4 for a neck base circumference; and 1:20 or 1:12 for the chest size. When comparing the anthropometric figures and the actual measurements of each body part for the bodice slopers, the actual measurements secured extra amounts in the drawing process. The evaluation results for appearance of the six men's bodice slopers showed that the slopers used by companies (E and F) had top scores followed by the slopers made for (C and D), while the sloper for education (A) received the lowest scores. Regarding the results of the variance analysis verifying the significant difference between the slopers, twenty-five items had significant differences with the exception of four items on the front side and one item on the backside.

3D 가상착의 시스템을 활용한 노년 남성의 슬랙스 원형 설계 (Developing of slacks clothing pattern for the elderly men using a 3D virtual garment simulation system)

  • 임지영
    • 복식문화연구
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    • 제31권5호
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    • pp.627-639
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    • 2023
  • This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm-0.5cm, front hip girth H/4+2.5cm-0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern's appearance was evaluated more highly than the comparison pattern, confirming the new pattern's appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.

실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 - 여성복 바지원형을 중심으로 - (A Comparison of Fit and Appearance between Real Pants with 3D Virtual Pants)

  • 김영숙;윤사아;송화경
    • 한국의류산업학회지
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    • 제16권6호
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    • pp.961-970
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    • 2014
  • Several retailers such as Target and Kohle's and their vendors have piloting the 3D clothing simulation programs to produce garment samples. However, few studies have verified the virtual fit information and 3d visualization process for pants, and no study compared the commercial 3D virtual programs. This study is designed to analyze similarity of fit and appearance between real pants with 3D virtual pants based on three 3D virtual programs (Optitex, CLO 3D, and i-Designer), three lower body types (slim, normal, and thick waist type), and fit status. We selected a representative model for each lower body type, produced their custom pants according to Lee and Nam's method(2007), and took photos of front, side and back view for visual analysis. Then, we virtually tried each model's custom pants on her parametric avatar developed by manually inputting their body measurements using the three 3D virtual program. Thirty fit experts compared the real fit to virtual fit. This study found that 'Optitex' and 'i-Designer' can visualize more effectively than 'CLO 3D' in many fit locations. Regarding the body types, 3D virtual program can visualize pants fit for 'thick waist body type' more preciously than the other body types. With respect to fit status, it does not affect much on the similarity overall.

가상착의 시스템을 이용한 여고생의 보디스 원형 개발 (Development of the High School Girls Bodice Pattern Using Virtual Garment Simulation)

  • 전성연
    • 한국의류산업학회지
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    • 제21권2호
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    • pp.189-202
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    • 2019
  • This study develops a bodice pattern for high school girls aged 17 to 19 that use virtual garment simulation. The study developed a bodice pattern based on the fit evaluation result for two selected bodice patterns. The basic formula of the design method based on the result of 3 times of fit evaluation is as follows: waist back $length=stature/8{\times}1.85cm$, waist front length=waist back length+bust/40+0.7cm, front bust girth=bust/2+4cm, back bust girth=Chest/2+3cm, armscye depth=Chest/4+0.5cm, back interscye length=bishoulder length -1.2cm, front interscye length=back interscye length -1.2cm, front neck width=back neck width -0.3cm. The developed bodice pattern used Bishoulder Length as a criteria for the calculation formula of back interscye length, and back interscye length as a criteria for the calculation formula of front interscye length. The fit evaluation showed the relevance of the bishoulder length, front interscye length, and back interscye length based on a comparison of the calculated figure. A bodice pattern with great body suitability and fitness to high school girls was developed through 3D virtual garment simulation that calculated the application of body proportion to width. This study only analyzed the evaluation result of a virtual model only in a representative form; however, a pattern study is also proposed to compare and analyze the design methods of patterns by body type.

A Study of the Relationship between 3D Model and 3D Garment Simulation

  • Kim, Yeo-Sook;Park, Hye-Won
    • 한국의류학회지
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    • 제36권6호
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    • pp.631-640
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    • 2012
  • This research project investigates the differences of various body locations (between 3D body models) and drapes garments digitally onto 3D body models. Three different subject models will be given explication. It consisted of (1) data collection of three-dimensional scans (2) creation of 3D body representations (3) comparison of avatar shapes and measurements (4) visualization and assessment of 3D body models and their 3D virtual garments. The study tests a theory of impact by differences in avatars by pattern design. A visual inspection of avatars showed clear differences between the six avatar types (in the generating process); however, there was notably less difference between 3D garment simulations based upon the six avatars produced. This demonstrated that there was less influence on the 3D garments than was predicted after a visual inspection of the avatars.