• Title/Summary/Keyword: cloth simulation

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Digital Hanbok Modeling for Virtual Characters : A Knowledge-driven Approach (가상캐릭터의 디지털 한복 모델링을 위한 지식기반 접근법)

  • Lee Bo-Ran;Oh Sue-Jung;Nam Yang-Hee
    • The KIPS Transactions:PartB
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    • v.11B no.6
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    • pp.683-690
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    • 2004
  • Garment modeling and simulation is now one of the important elements in broad range of digital contents. Though there have been recent products on garment simulation, general users do not know well enough how to design a virtual costume that meets some requirements about its specific clothing pattern. In particular, Hanbok - the Korean traditional costume - has many different characteristics against western ones in the aspect of its pattern design and of draping. This paper presents a knowledge-driven approach for virtual Hanbok modeling without knowing how to make real Hanbok. First, parameterized knowledge for several fabric types art solicited using visual similarity assessment from simulated and real cloth. Secondly, based on the analysis of designer's knowledge, we defined multi-level adjustment processes of Hanbok measurements with regard to body shape features for different virtual actors. An experimental system is developed as the form of a Maya plug-in and the result shows the applicability of the proposed method.

Invariant Classification and Detection for Cloth Searching (의류 검색용 회전 및 스케일 불변 이미지 분류 및 검색 기술)

  • Hwang, Inseong;Cho, Beobkeun;Jeon, Seungwoo;Choe, Yunsik
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.396-404
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    • 2014
  • The field of searching clothing, which is very difficult due to the nature of the informal sector, has been in an effort to reduce the recognition error and computational complexity. However, there is no concrete examples of the whole progress of learning and recognizing for cloth, and the related technologies are still showing many limitations. In this paper, the whole process including identifying both the person and cloth in an image and analyzing both its color and texture pattern is specifically shown for classification. Especially, deformable search descriptor, LBPROT_35 is proposed for identifying the pattern of clothing. The proposed method is scale and rotation invariant, so we can obtain even higher detection rate even though the scale and angle of the image changes. In addition, the color classifier with the color space quantization is proposed not to loose color similarity. In simulation, we build database by training a total of 810 images from the clothing images on the internet, and test some of them. As a result, the proposed method shows a good performance as it has 94.4% matching rate while the former Dense-SIFT method has 63.9%.

Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System (실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인)

  • Sul, In-Hwan;Han, Hyun-Sook;Nam, Yun-Ja;Park, Chang-Kyu
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.582-590
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    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

A Study on 2D Pattern Design Module and 3D Cloth Simulation System based on Octree Space Subdivision Method (2차원 패턴 디자인 모듈과 Octree 공간 분할 방법을 이용한 3차원 의복 시뮬레이션 시스템에 관한 연구)

  • Kim, Ju-Ri;Joung, Suck-Tae;Jung, Sung-Tae
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.527-536
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    • 2007
  • This paper proposes a 3D fashion design system that generates a 3D clothes model by using 2D patterns of clothes and drapes the 3D clothes model on a 3D human model. In the proposed system, 2D patterns of clothes are designed by selecting comer points of 2D mesh. After designing 2D patterns, a 3D clothes model is designed by describing the control points to be connected between 2D patterns. The proposed system reads a 3D human body model file and the designed 3D clothes model and creates a 3D human model putting on the clothes by using the mass-spring model based physical simulation. It calculates collision and reaction between the triangles of human body model and those of clothes for realistic simulation. Because the number of triangles is very large, the collision and reaction processing need a lot of time. To solve this problem, the proposed system decreases the number of collision and reaction processing by using the Octree space subdivision technique. It took a few seconds for generating a 3D human model putting on the designed 3D clothes.

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A new implicit integration method for simulation of low-damped cloth (적은 감쇠효과를 가지는 의복 시뮬레이션을 위한 새로운 암시적 적분법)

  • Oh, Seung-Woo;Wohn, Kwan-Gyun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.2
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    • pp.17-26
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    • 2004
  • 본 연구는 적은 감쇠(damping) 효과를 가지면서도 안정적으로 의복의 움직임을 생성할 수 있는 시뮬레이션 방법을 제안한다. 최근 의복 시뮬레이션 분야에서는 뛰어난 수치적 안정성을 지닌 암시적 적분법(implicit integration)이 널리 이용되어 왔다. 그러나, 암시적 적분법은 선형화 과정에서 과도한 감쇠효과가 발생하고, 이 감쇠효과는 내부 변형 없는 회전이동 시에도 과도하게 나타나므로, 옷감의 회전 이동이나 주름의 자연스런 움직임을 크게 방해한다. 본 연구는 불필요한 감쇠효과를 줄이고 안정적으로 의복의 움직임을 표현할 수 있는 새로운 암시적 적분법을 제안한다. 제안하는 방법용 선형화 과정에서 발생하는 내부 감쇠력을 회전이용이 아닌 순수한 내부 변형에 대해서만 발생하도록 모델링하며, 이렇게 계산된 내부 감쇠력을 역학식에 안정적으로 반영한다. 실험 결과는 제안하는 방법이 기존의 방법들에 비해 보다 다양한 재질의 옷감을 과도한 감쇠 효과 없어도 안정적으로 실시간에 생성할 수 있음을 보여주었다.

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A STUDY FOR MODELING AND ANIMATION OF A HUMAN WITH BONE STRUCTURE AND CLOTHES

  • Suzuki, Tohru;Yamamoto, Toshiyuki;Nagase, Hiroshi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.821-824
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    • 2009
  • A method to visualize human body is proposed for various human pose. The method affords three 3D-styles of the same body: firstly, one which wares clothes specified from pattern of dresses, second, body shape, lastly bone structure of body. For this objective, standard body data are prepared which is constructed from CT images. Individual body is measured by 3D body scanner. The present status of our research is limited to offer still images, though we are engaged to accommodate various poses.

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A cloth simulation method using adaptive mesh size control depending on the system performance (시스템의 성능에 따라 적절한 메쉬 크기 조절이 가능한 천 시뮬레이션 방법)

  • 김대목;유관우;이종원;백낙훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.529-531
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    • 2001
  • 물리기반 모델링(physically based modeling)기법은 현실 세계에서 볼 수 있는 물체의 다양한 움직임을 물리 수식을 통해 사실적으로 표현 할 수 있다는 장점을 가지고 있다. 그러나 이 기법을 적용하기 위해서는 많은 계산량을 필요로 하기 때문에 사용하는 시스템의 성능에 의존적이다. 예를 들어, 동일한 천 동작 알고리즘과 메쉬 크기를 가진 시스템을 서로 다른 성능을 가진 시스템에서 작동할 경우, 시스템의 성능에 따라 서로 다른 프레임 수를 나타낸다. 즉, 성능이 낮은 시스템에서는 계산 시간이 많아지기 때문에 느린 결과를 생성하게 된다. 반면에 성능이 높은 시스템에서는 상대적으로 계산 시간이 적기 때문에 보다 빠른 결과를 얻을 수 있다. 본 논문에서는 이러한 문제점을 해결하기 위해 사용자의 요구에 맞는 프레임 속도를 보장할 수 있는 적합한 메쉬 크기로 구성하여 동작하도록 하는 시스템을 제안한다.

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Bending Spring Model for Stable Strain-Based Dynamics in Triangular Meshes (삼각형 메쉬에서 안정적인 변형률 기반 동역학을 위한 굽힘 스프링 모델)

  • Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.341-344
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 변형률 기반 동역학(Strain-based dynamics, SBD)을 안정적으로 표현할 수 있는 굽힘 스프링 구조와 감쇠 기법에 대해 설명한다. SBD는 삼각형 메쉬의 에지 길이(Edge length) 기반의 에너지 대신 변형률(Strain)을 활용하여 에너지를 모델링한다. 하지만, 비정상적인 삼각형(Degenerate triangle)인 경우 변형률이 불안정하게 계산되어 잘못된 방향으로 늘어나는 문제가 발생한다. 본 논문에서는 이러한 문제를 효율적으로 처리할 수 있는 굽힘 스프링(Bending spring) 구조에 대해 소개한다. 결과적으로 본 논문에서 제안하는 기법은 안정적으로 SBD를 처리할 수 있기 때문에 다양한 재질의 옷감 시뮬레이션을 안정적으로 표현할 수 있도록 한다.

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Comparison of basic bodice block for adults women by 3D simulation - focus of the DC Suite Program - (3차원 시뮬레이션을 활용한 성인여성용 길 원형 비교 연구 - DC Suite Program을 중심으로 -)

  • Cha, Sujoung;Kang, Yeonkyung
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.63-81
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    • 2013
  • A Study using compare and analyze about differences among three patterns(shape and size of pattern, fitting and amount of air gap and so on) through 3D simulation. This study use 3D simulation program, DC Suite version 3.0. The results are as a follows: The results of estimation about total appearance, the pattern of Bunka is best of all pattern about total fitting and silhouette of front and back side. The pattern of armstrong and on&on stand low in estimation. As the total fitting, the pattern of Bunka is 4.40, the pattern of Armstrong is 2.60 and the pattern of On&on is 1.60. The result show better pattern of Bunka than pattern of Armstrong and On&on. When we examine about space between body and cloth, the pattern of Bunka is best. The pattern of Armstrong don't have problems about back side but front side have some problem of getting loose. Because it only have a waist dart so dart size is too big. The pattern of On&on have so much space because it don't have a waist dart. On the amount of air gap, the pattern of Bunka squash up body so it have the amount of air gap 0.08 at bust circumference and underbust circumference. Next is the pattern of Armstrong, amount of air gap is 0.14 at bust circumference and 0.23 at underbust circumference. The pattern of On&on's amount of air gap is 0.30 at bust circumference and 0.37 at underbust circumference. So the pattern of Bunka is bodice block of the best closing adhesion and the On&on is a loose-fitting pattern.

A Study on the Integration of Airborne LiDAR and UAV Data for High-resolution Topographic Information Construction of Tidal Flat (갯벌지역 고해상도 지형정보 구축을 위한 항공 라이다와 UAV 데이터 통합 활용에 관한 연구)

  • Kim, Hye Jin;Lee, Jae Bin;Kim, Yong Il
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.4
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    • pp.345-352
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    • 2020
  • To preserve and restore tidal flats and prevent safety accidents, it is necessary to construct tidal flat topographic information including the exact location and shape of tidal creeks. In the tidal flats where the field surveying is difficult to apply, airborne LiDAR surveying can provide accurate terrain data for a wide area. On the other hand, we can economically obtain relatively high-resolution data from UAV (Unmanned Aerial Vehicle) surveying. In this study, we proposed the methodology to generate high-resolution topographic information of tidal flats effectively by integrating airborne LiDAR and UAV point clouds. For the purpose, automatic ICP (Iterative Closest Points) registration between two different datasets was conducted and tidal creeks were extracted by applying CSF (Cloth Simulation Filtering) algorithm. Then, we integrated high-density UAV data for tidal creeks and airborne LiDAR data for flat grounds. DEM (Digital Elevation Model) and tidal flat area and depth were generated from the integrated data to construct high-resolution topographic information for large-scale tidal flat map creation. As a result, UAV data was registered without GCP (Ground Control Point), and integrated data including detailed topographic information of tidal creeks with a relatively small data size was generated.