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Proceedings ArticleDOI

Virtual garment simulation

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TLDR
A system to create 3D garments from 2D patterns that can accurately and efficiently resolve cloth-body and cloth-cloth collisions.
Abstract
In this paper we present a system to create 3D garments from 2D patterns. Once placed over the 3D character, our system can quickly stitch the patterns into the 3D garment. The stitched cloth is then simulated to obtain the drape of the garment over the character. Our system can accurately and efficiently resolve cloth-body and cloth-cloth collisions.

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Citations
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Journal ArticleDOI

Real-time, automatic shape-changing robot adjustment and gender classification

TL;DR: The proposed method consists of scanning, classifying the instances according to gender and size, performing analysis on both the user’s body and the prospective garment, which is be virtually fitted, modelling, extracting measurements and assigning reference points on them, segmenting the 3D visual data imported from the shape-changing robot, and finally, superimposing, adopting and depicting the resulting garment model on the user's body.
Journal ArticleDOI

Size-Dictionary Interpolation for Robot’s Adjustment

TL;DR: In this research work, the experimental results of the implementation of the proposed method on Fits.me’s mannequin robots are visually illustrated, and explanation of the remaining steps toward completion of the whole realistic online fitting package is provided.
Journal ArticleDOI

Real-time, automatic digi-tailor mannequin robot adjustment based on human body classification through supervised learning

TL;DR: The proposed automatic methodology consists in scanning, classifying according to gender and size and performing analysis on the user’s body, modelling and extracting measurements from the 3D visual data imported from the mannequins, and finally, photoshooting the garment being put on the users’ body.
Proceedings ArticleDOI

Sketch-based simulated draping for Indian garments

TL;DR: This work presents a method to intuitively specify the parameters governing the drape of an Indian garment using a sketch-based interface and interprets the sketch strokes to procedural, physically-simulated draping routines to wrap, pin and tuck the garments around the body mesh as needed.
Journal ArticleDOI

From 2D to 3D geodesic-based garment matching.

TL;DR: This work divides the problem into garment boundary matching based on Gaussian mixture models and then interpolate inner points using surface topology extracted through geodesic paths, which leads to a more realistic result than standard approaches.
References
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Proceedings ArticleDOI

Large steps in cloth simulation

TL;DR: A cloth simulation system that can stably take large time steps is described, which is significantly faster than previous accounts of cloth simulation systems in the literature.
Journal ArticleDOI

Delaunay refinement algorithms for triangular mesh generation

TL;DR: An intuitive framework for analyzing Delaunay refinement algorithms is presented that unifies the pioneering mesh generation algorithms of L. Paul Chew and Jim Ruppert, improves the algorithms in several minor ways, and helps to solve the difficult problem of meshing nonmanifold domains with small angles.
Proceedings Article

Deformation Constraints in a Mass-Spring Model to Describe Rigid Cloth Behavior

Xavier Provot
TL;DR: A new method to adapt the physically-based model for animating cloth objects to the particularly stiff properties of textiles, inspired from dynamic inverse procedures is presented.
Proceedings ArticleDOI

Robust treatment of collisions, contact and friction for cloth animation

TL;DR: An algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation is presented, which works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness.
Book

Deformable models

TL;DR: By solving the equations numerically, this work is able to create realistic animations involving the interaction of deformable models with various applied forces, ambient media, and impenetrable obstacles in a simulated physical world.
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