• 제목/요약/키워드: garment simulation

검색결과 63건 처리시간 0.027초

Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • 제7권4호
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구 (A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket)

  • 곽연신
    • 문화기술의 융합
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    • 제2권3호
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    • pp.15-22
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    • 2016
  • 본 연구는 20대 여성에 대한 재킷의 실제착의와 컴퓨터 시뮬레이션으로 재현된 가상착의 상태를 디자이너 집단과 패터너 집단이 비교 분석하여 가상착의 시스템의 개선 방향을 제시하는 것을 목적으로 수행되었다. 착의 방식에 따른 디자이너 집단의 외관평가 차이 분석에 있어서 앞면에 대한 개 항목 옆면에 대한 개 항목 뒷면에 대한 1개 항목 소매에 대한 개 항목 칼라에 대한 개 항목에서 평가에 대한 차이가 있었다. 착의 방식에 따른 패터너 집단의 외관평가 차이 분석에 있어서 옆면에 대한 개 항목 뒷면에 대한 개 항목 소매에 대한 개 항목 칼라에 대한 개 항목에서 평가에 대한 차이가 있었으며 모든 항목에서 가상착의의 모습이 더 아름답다고 하였다. 착의 방식에 따른 외관평가에 있어서 디자이너 집단과 패터너 집단의 평가가 차이가 있었으며 이는 디자이너 집단과 패터너 집단이 의복의 맞음새를 평가하는 기준이 다르다는 것을 시사한다.

3D CAD system을 활용한 여성재킷 시뮬레이션에 관한 연구 (A study on simulation of women's Jacket using 3D CAD system)

  • 곽연신
    • 문화기술의 융합
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    • 제4권3호
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    • pp.191-196
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    • 2018
  • 본 연구의 목적은 여성 재킷의 실제착의와 컴퓨터 시뮬레이션으로 재현된 가상착의 A, B 간의 차이를 비교분석하여 가상착의 시스템의 개선 방향을 제안하는 것이다. 연구 방법은 아래와 같다. 기본 사이즈 재킷을 입은 표준사이즈의 피험자 사진을 찍고, 피험자 인체사이즈의 아바타에게 재킷을 가상 착의하여 이미지를 얻었다. 여성 재킷 고객 20명에게 이미지를 제시 한 후 설문 조사 방법으로 외관 평가를 실시하였다. 이 외관 평가에서 실제 재킷과 가상 재킷 A간의 일치정도를 비교했고, 실제 재킷과 가상 재킷 B간의 일치정도를 비교했다. 그 후 실제착의/가상착의 A와 실제착의/가상착의 B간의 외관 평가 차이를 t-test하였다. 그 결과 원단에 대한 1개 항목, 앞면에 대한 9개 항목, 옆면에 대한 3개 항목, 뒷면에 대한 6개 항목에서 외관 평가에 대한 차이가 있었다.

Fast Garment Drape Simulation Using Geometrically Constrained Particle System

  • Kim, Sungmin;Park, Chang-Kyu
    • Fibers and Polymers
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    • 제4권4호
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    • pp.169-175
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    • 2003
  • A simulation system for versatile garment drape has been developed. Using this system, the shape of a garment can be simulated in consideration of fabric physical properties as well as the interaction between fabrics and other objects. Each fabric piece in a garment is modeled using a geometrically constrained particle system and its behavior is calculated from an implicit numerical integration algorithm in a relatively short time. The system consists of three modules including a preprocessor for the preparation of fabric patterns and external objects, a postprocessor for the results of three-dimensional visualization, and a drape simulation engine. It can be used for the design process of textile goods, garments, furniture, or upholsteries.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교 (Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment)

  • 이진숙;이정란
    • 패션비즈니스
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

스포츠 의류용 투습직물의 역학특성과 의류형성성능 특성 (Mechanical Properties and Garment Formability on Breathable Fabrics for Sports-wear Garment)

  • 김현아
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.626-634
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    • 2017
  • This study investigated garment formability of the 73 breathable fabrics for sports-wear garment and their fabric mechanical properties were measured using KES-FB and FAST systems. Predicted garment formability from the mechanical properties measured using KES-FB and FAST systems was compared and discussed with fabric structural parameters. In addition, virtual 3D simulation silhouette by I-designer CAD system wear appearance by simulation using 3D CAD system. And compared with FAST finger chart by mechanical properties of FAST system. The correlation coefficients of extensibility and shear modulus between KES-FB and FAST systems were high, however, bending rigidity and compressibility showed relatively low correlation coefficients. The correlation coefficient of garment formability of breathable fabrics between KES-FB and FAST systems was 0.82. It revealed that garment formability can be predicted from fabric mechanical properties by KES-FB and FAST systems. The garment formability of nylon breathable fabric was higher than that of PET one, and the garment formability of laminated breathable fabric showed the highest value compared to coated, dot and hot melt laminated breathable fabrics. It revealed that garment formability of breathable fabrics for sports-wear can be predicted from fabric mechanical properties and garment formability was dependent on the materials, finishing method and fabric structural parameters.

3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계 (A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation)

  • 임지영
    • 한국의류산업학회지
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    • 제12권3호
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

플레어 스커트의 실제착의와 가상착의 이미지 비교 (A study on the comparing visual images between the Real garment and the 3D garment simulation of flare skirts)

  • 김현아;유효선;이주현;남윤자
    • 감성과학
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    • 제14권3호
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    • pp.385-394
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    • 2011
  • 본 연구의 목적은 20대 표준체형 여성을 대상으로 하여, 소재에 따른 플레어 스커트의 실제착의와 가상착의에 따른 시각적 이미지를 비교 분석하고, 시각적 이미지와 역학적 특성간의 상관관계를 분석하는 데에 있다. 본 연구는 드레이프 특성이 확연히 다른 5종류의 소재를 사용하였다. 실험에 사용되어진 플레어 스커트의 실제착의와 가상착의의 이미지는 사진으로 제공되었으며, 피설문자는 20대의 의류학 전공의 여성이었다. 자료의 분석은 SPSS Ver.12.0 프로그램을 사용하여 통계 처리하였으며, 연구 문제별로 요인분석, 일원변량분석(One way ANOVA), T 검정(t-test), 던컨테스트(Duncan test)를 실시하였다. 시각적 이미지에 대한 요인분석 결과 '드레이프성', '매력성', '신체 보정성', '부피감', '활동성' 의 총 5 가지 요인이 분석되었다. 시각적 이미지중 '부피감'의 경우 G, 무게, 두께와 같은 역학적 특성들과 밀접한 상관관계를 나타냈으며, 3차원 의복 시뮬레이션과 실제착의간의 시각적 이미지는 소재에 따라 유의한 차이점을 나타냈는데, 실크나 폴리에스터 소재와 면, 린넨, 양모소재간 이미지 차이는 소재의 무게와 두께에 따라 영향을 많이 받는 것으로 나타났다.

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가상 착의 시스템에 의한 비만 여중생의 교복 원형 개발 (A Development of the Uniform Pattern for Obese Junior-High School Girls from Virtual Garment Simulation)

  • 임지영
    • 복식문화연구
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    • 제19권2호
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    • pp.245-254
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    • 2011
  • The purpose of this study was to develop uniform pattern of obese junior-high school girls by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, by using 3D virtual garment simulation, new uniform pattern considered obese junior-high school girls was development. The basic numerical formula were as follows; bust girth=B/2+2.5, armhole depth=B/4, front waist girth=W/4+1.8, back waist girth=W/4+1, front hip girth=H/4+1, back hip girth=H/4+1, chest width=chest width+1.5, back width=back width+1 and back neck width 8cm. Second, according to the results of the new uniform pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new uniform pattern is appropriate for the obese junior-high school girls. Also, new uniform pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns, and also for future 3D pattern production program development.