WO2010116876A1 - 着装シミュレーション装置とシミュレーション方法及びシミュレーションプログラム - Google Patents
着装シミュレーション装置とシミュレーション方法及びシミュレーションプログラム Download PDFInfo
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- WO2010116876A1 WO2010116876A1 PCT/JP2010/054646 JP2010054646W WO2010116876A1 WO 2010116876 A1 WO2010116876 A1 WO 2010116876A1 JP 2010054646 W JP2010054646 W JP 2010054646W WO 2010116876 A1 WO2010116876 A1 WO 2010116876A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
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- A—HUMAN NECESSITIES
- A41—WEARING APPAREL
- A41H—APPLIANCES OR METHODS FOR MAKING CLOTHES, e.g. FOR DRESS-MAKING OR FOR TAILORING, NOT OTHERWISE PROVIDED FOR
- A41H3/00—Patterns for cutting-out; Methods of drafting or marking-out such patterns, e.g. on the cloth
- A41H3/007—Methods of drafting or marking-out patterns using computers
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/16—Cloth
Definitions
- This invention relates to dressing simulation, and more particularly to dressing simulation of clothing in which a plurality of fabrics (parts) having different ground eyes are joined.
- Patent Document 1 JP3924586B
- the direction of warp is the direction of warp yarn
- the direction of the wale direction perpendicular to the knitting direction
- the fabric is in the direction of the ground and the direction perpendicular thereto.
- the stretch rate of the fabric is minimum in the direction along the eyes of the ground.
- the base fabric is formed by sewing or laminating the cloth cut so that the eyes of the ground face the predetermined direction.
- Patent Document 2 refers to the fabric's eyes on the dressing simulation.
- pattern data is created so that when a ground eye is input to an image representing the wearing result, the ground eye is linear.
- Patent Document 2 discloses inputting the ground eyes to the clothing after the wearing simulation, and does not disclose simulating the wearing state in consideration of the ground eyes.
- Patent Document 3 WO2008 / 16027A discloses a wearing simulation technique developed by the inventors.
- An object of the present invention is to accurately simulate in a short time the wearing state of clothing in which a plurality of layers of fabrics are joined.
- the wearing simulation device of the present invention is a device for simulating the wearing state of clothing by dividing the clothing into a plurality of polygons and simulating how each polygon is deformed by the force acting on each polygon,
- the inside of the joint line of the base fabric and the second fabric is divided into a plurality of internal polygons each having two sides parallel to the eye of each fabric, and the outside of the joint line of the base fabric is
- An internal polygon generating means for dividing the base fabric into a plurality of internal polygons made of a rectangle having two sides parallel to the eyes of the base fabric;
- the wearing simulation method of the present invention is a method of simulating the wearing state of clothing by dividing the clothing into a plurality of polygons and simulating how each polygon is deformed by the force acting on each polygon, Dividing the joining line joining the second fabric so as to overlap the base fabric into a plurality of points;
- the inside of the joint line of the base fabric and the second fabric is divided into a plurality of internal polygons each having two sides parallel to the eye of each fabric, and the outside of the joint line of the base fabric is Dividing into a plurality of internal polygons consisting of a rectangle having two sides parallel to the eye of the base fabric;
- a step for generating a boundary polygon by connecting the vertex of the internal polygon and the point of the joining line is provided, After the base fabric and the second fabric are divided into a plurality of polygons, the wearing state is simulated.
- the wearing simulation program of the present invention is a program for simulating the wearing state of clothing by dividing the clothing into a plurality of polygons by a computer and simulating how each polygon is deformed by the force acting on each polygon.
- the inside of the joint line of the base fabric and the second fabric is divided into a plurality of internal polygons each having two sides parallel to the eye of each fabric, and the outside of the joint line of the base fabric is
- An internal polygon generating means for dividing the base fabric into a plurality of internal polygons made of a rectangle having two sides parallel to the eyes of the base fabric;
- the vertex of the internal polygon and the point of the joining line are connected to function as boundary polygon generation means for generating a boundary polygon.
- each of the plurality of layers of the cloth is divided into a plurality of internal polygons each having a rectangular direction whose side direction is perpendicular to the ground of the cloth, so that the simulation of the internal polygons can be performed accurately and in a short time.
- boundary polygons are generated so as to connect the points of joint lines and the vertices of internal polygons
- the joined layers of fabric share the sides of the boundary polygons, that is, the sides along the joint lines, and express the joints by simulation. it can. Therefore, accurate simulation can be executed in a short time for both the base fabric and the second fabric.
- the description relating to the wearing simulation apparatus also applies to the wearing simulation method and the simulation program as it is, and the description relating to the simulation method also applies to the simulation apparatus and the simulation program as they are.
- the boundary polygon generating means constitutes a polygon at the corner by the point at the apex of the joint line at the convex corner of the joint line and the points on both sides of the point, and between the overlapping layers of fabrics, Share corner polygons.
- polygons do not flutter during the simulation process at the convex corners of the joint line, and the wearing state can be simulated in a shorter time.
- the boundary polygon generating means edits the boundary polygon so as to make the area of the boundary polygon uniform. Thereby, a more accurate simulation can be performed in a short time.
- Block diagram of the wearing simulation apparatus of the embodiment Flow chart showing the stitching process of the fabric in the simulation of the embodiment Flow chart showing dynamics simulation process in the simulation of the embodiment
- the figure which shows typically two fabrics to sew The figure which shows the polygon generated in the cloth to sew in the example The figure which shows the polygon generated in two cloth in an example along the section direction of cloth.
- the figure which shows the polygon of the convex corner part in an Example The figure which shows the polygon of the convex corner part in the reference example
- the figure which shows the tension between polygons in the example The figure which shows the edit of the boundary polygon in the example
- FIG. 1, 2 is a wearing simulation apparatus
- 4 is a bus
- 6 is a manual input, for example, a keyboard, a mouse, a stylus, a joystick, a trackball, and the like
- 8 is a color monitor.
- 10 is a color printer
- 12 is a LAN interface
- 14 is an external storage, for example, a storage medium storing a wearing simulation program.
- Reference numeral 20 denotes a CPU, which may be a single CPU or a plurality of CPUs.
- Reference numeral 22 denotes a memory, which stores image data and data, a design program, a simulation program, and the like.
- the mechanical properties of the fabric such as the modulus of elasticity of the fabric along the eyes of the fabric, the modulus of elasticity in the direction perpendicular to the eyes of the fabric, the coefficient of friction between fabrics, the coefficient of friction between the human body model and the fabric, the density of the fabric, etc. And stored in the memory 22.
- the user of the wearing simulation apparatus 2 inputs clothing pattern data from the manual input 6, the LAN interface 12, the external storage 14, etc., and the CPU 20 processes the input pattern data using the memory 22, and the color monitor 8 And output from the color printer 10 or the like.
- the user can further edit the pattern data.
- the wearing simulation device 2 the user designs clothing such as sportswear or corrected underwear, and then simulates the wearing state on the human body model, thereby confirming the effect of the designed clothing.
- a fabric having low stretchability along the eyes of the ground is joined to the fabric as a base by sewing or an adhesive. Since the fabric with low stretchability restricts deformation of clothing, it has the effect of correcting the body shape, maintaining the posture, or pressurizing the human body.
- the base fabric and the fabric to be stitched are each divided into polygons, the edges are shared between the polygons of different fabrics along the stitching line, and in areas away from the stitching line Arrange polygons along the eyes. Sharing the sides of a polygon represents stitching, and an array of polygons along the ground eye allows for accurate simulation. As will be described later, flapping of the convex corner portion is prevented by sharing the polygon itself between the fabrics at the convex corner portion of the suture line. In the following, the joining will be described as stitching, for example.
- the stitching line storage unit 31 which is a subunit of the polygon generating unit 30 stores stitching lines, and the stitching lines are input as part of pattern data from the manual input 6, the LAN interface 12, the external storage 14, and the like.
- the suture line storage unit 31 stores the fabric eyes.
- the stitch point generation unit 32 generates a plurality of stitch points on the stitch line, and the stitch points are the initial values of the polygon vertex arrangement, and preferably the stitch points are generated at equal intervals on the stitch line.
- the convex angle detection unit 33 detects the convex angle of the suture line, that is, the convex corner of the suture line, and the angle formed by the two sides of the apex at the apex of the suture line is 30 ° to 120 °. Is detected as a convex angle.
- a stitch point is generated by the stitch point generation unit 32 at the apex of the convex angle, and a corner polygon is formed by three points together with two points on both sides of the apex.
- the internal polygon generation unit 34 generates a quadrangular, preferably rectangular, particularly square internal polygon at a portion away from the stitching line for each fabric to be sewn, and the side between the internal polygon and the internal polygon is For example, a polygon such as a square is arranged along the eyes of the ground.
- the boundary polygon generation unit 35 generates a boundary polygon having apexes of the inner polygon and stitching points. When the distance between the vertex of the internal polygon and the stitching line is large, a boundary polygon having a large area is generated. Therefore, the boundary polygon generation unit 35 adds the vertex of the polygon in the middle and divides the boundary polygon.
- the boundary polygon generation unit 35 divides the space between the internal polygon and the stitching line into a plurality of polygons, and equalizes the area of each boundary polygon. A polygon with a large area coarsens the simulation accuracy.
- the apex angle can be estimated from the ratio of the length of the longest side to the length of the middle side and the ratio of the length of the shortest side to the length of the middle side. It is detected whether or not these ratios are within a predetermined range centered at 1, for example, a range of 1.8 to 0.6. Then, it is possible to detect a polygon having a vertex angle that is too large and a polygon that has a vertex angle that is too small.
- a boundary polygon with an inappropriate apex angle is generated, the arrangement of the boundary polygon is edited and replaced with a boundary polygon having an appropriate shape.
- the inner polygon is a rectangle, but the boundary polygon may be a triangle or a rectangle.
- the wearing simulation unit 36 simulates the wearing state of the human body model with respect to the virtual clothing divided into a plurality of polygons by the polygon generating unit 30, specifically, the clothing data on the simulation device 2.
- the simulation is a dynamic simulation, taking into account the gravity acting on each polygon, the elastic force between polygons due to the deformation of the polygon, the repulsive force acting on the polygon from the human body model, the friction force between the polygon and between the polygon and the human body model, Simulate.
- clothing is initially worn on the human body model, and the simulation is performed to a stable state while the polygon is deformed by the force acting on each polygon.
- the wearing simulation itself is known from Patent Document 3 (WO2008 / 16027A) and the like.
- Simulation of the wearing state shows how each polygon is deformed and where it is relative to the human body model. From the deformation and position of the polygon, the force exerted by the clothing on the human body model is also known. Moreover, if the simulation is performed by changing the posture of the human body model, the effect of the clothing will be revealed in more detail.
- Fig. 2 shows the division of clothing into polygons
- Fig. 3 shows the wearing simulation.
- the user inputs the shape and characteristics of each fabric (part) to be used from the manual input 6, etc., and the characteristics include the elastic modulus in the direction along the eyes of the ground and the elastic modulus in the direction perpendicular thereto, the friction coefficient between polygons, The coefficient of friction with the human body model, the density of the fabric, etc. (step 1).
- the user arranges parts while displaying the design on the color monitor 8 by manual input 6 or the like, inputs a stitch line, or sets a boundary between the parts as a stitch line (step 2).
- the stitch point generation unit 32 When the pattern data is confirmed and the user confirms the shape and arrangement of the parts in the meantime, the stitch point generation unit 32 generates stitch points, for example, at equal intervals on the stitch line.
- the stitch point is the initial value of the vertex position of the polygon on the stitch line, and the stitch point is shared as a vertex between the polygons of different parts (step 3). For example, when three fabrics are sewn with the same suture line, the stitching point is shared among the three fabrics.
- the convex angle detection unit 33 detects the apex of the suture line and the angle formed by the two sides on both sides of the apex is, for example, 30 ° to 150 °.
- the stitch point generation unit 32 gives stitch points to the vertices of the stitching line, and the boundary polygon generation unit 35 generates a triangular polygon (corner polygon) at the vertices of the stitch line and the two vertices on both sides.
- a plurality of parts to be stitched are shared (step 4).
- the internal polygon generating section 34 is an area of parts away from the stitching line, that is, inside the distance corresponding to one polygon from the stitching line of each fabric, and one polygon from the stitching line other than the above for the base fabric.
- An internal polygon is generated for an area outside the distance corresponding to minutes.
- the inner polygon is, for example, a square, more generally a rectangle, and the inner polygon is arranged along the eyes of the ground (step 5).
- the boundary polygon generation unit 35 generates a polygon at a convex corner, and also generates a boundary polygon so as to connect the vertex of the internal polygon and the stitching point of the stitching line.
- the boundary polygon has a substantially uniform area and does not have an extremely small apex angle or an extremely large apex angle. For this reason, in an area where the distance between the inner polygon and the stitching line is large, a vertex is added in the middle to divide the large polygon and change the connection between the vertex of the stitching line and the vertex of the inner polygon. (Step 6).
- FIG. 4 shows an arrangement example of the fabrics 40 and 47, and the fabrics 40 having different ground eyes or different elastic modulus are stitched to the back or front of the fabric 47 serving as a base.
- Fig. 5 shows polygon division on the fabric 40 side.
- Reference numeral 41 denotes a suture line, which is a line shared by the fabric 40 and the fabric 47.
- the stitch points 42 are arranged at equal intervals on the stitch line 41, and a stitch point is always arranged at the apex of the stitch line.
- 43 is a corner polygon, and point 51 is the apex of the stitching line.
- Reference numeral 45 denotes a ground line with respect to the fabric 40.
- the expansion / contraction rate in this direction is low, and the expansion / contraction rate is high in a direction perpendicular to the direction.
- Reference numeral 48 denotes a ground line with respect to the fabric 47. Similarly, the expansion / contraction rate differs between the ground line 48 and a direction perpendicular thereto.
- 44 and 49 are boundary polygons between the stitching line 41 and the inner polygon
- 46 and 50 are inner polygons, the shape is a quadrangle, and basically a square.
- the internal polygons 46 and 50 are arranged along the ground lines 45 and 48, and the pair of internal polygons 46 and 46 along the ground line share sides in a direction perpendicular to the ground line.
- An example of polygon division on the fabric 47 is shown in the lower left of FIG. 5, boundary polygons 49 and 52 are provided on both sides of the stitching line 41, and the inner polygon 50 is generated in an area away from the stitching line 41.
- FIG. 6 shows the arrangement of polygons along the cross-sections of the fabrics 40 and 47.
- boundary polygons 49 and 52 are arranged on both sides of the suture line 41
- inner polygons 50 and 54 are arranged outside the boundary polygon 49.52 with respect to the inside and outside of the suture line 41.
- the inner polygons 50 and 54 are rectangular, preferably square.
- the internal polygons 54 are initially arranged except for the end portions, and the internal polygons 54 are replaced with boundary polygons 49 and 52 and the internal polygons 50 with respect to the inside and the periphery of the stitching line 41.
- FIG. 7 shows the sharing of sides along the stitch line 41.
- P1 to P3 are stitch points, and the boundary polygons 60 to 62 are generated on one fabric, and the boundary polygons 63 to 65 are generated on the other fabric.
- the side P1-P2 is shared between the polygons 60, 63
- the side P2-P3 is shared between the polygons 62, 65
- the vertex P2 is shared between the polygons 61, 64.
- FIG. 8 shows a model of the corner polygon 43, and its three vertices P4 to P6 are shared among a plurality of fabrics.
- FIG. 9 shows an example in which the corner polygon 43 is not shared between fabrics as a reference example. For example, a vertex P7 is added to one fabric and polygons 71 and 72 are provided at the corners. Then, since the vertex P7 is not joined to the other fabric and is not fixed to the other fabric, the polygons 71 and 72 can move in a fluttering manner, preventing the convergence of the simulation. On the other hand, if the corner polygon 43 is shared between the fabrics as shown in FIG. 8, flapping at the convex corner of the suture line can be prevented, and the simulation can be converged in a short time.
- FIG. 3 shows an algorithm for wearing simulation.
- step 11 the force acting on each polygon is obtained, the polygon is moved by the force obtained in step 12, and in step 13 it is determined whether the polygon is in a steady state. If it is in the state, the simulation is completed, and if not, the simulation is continued.
- step 14 the wearing state of the clothing on the human body model is displayed on a color monitor or the like, how each part (fabric) is deformed, and how the tightening force (wearing pressure) is applied from the clothing to the human body, etc. Is displayed.
- a wearing simulation is performed by changing the posture of the human body model to a plurality of types, it is possible to display what force is applied from the clothing depending on the posture of the human body.
- FIG. 10 schematically shows the force applied to the polygon.
- the internal polygon 80 is connected to the front and rear polygons 81 and 82 along the ground line 45 by a spring, and the polygon 83 and the spring are also perpendicular to the ground.
- the boundary polygon 84 is also connected by a spring.
- the connection with the polygons 81 to 83 is the connection of the earth eyes or the connection in the direction perpendicular to the connection, and the elastic force can be easily obtained.
- the connection with the boundary polygon 84 is oblique with respect to the ground line of sight 45, the two components of the ground eye force and the force perpendicular to the ground must be considered at the same time. It becomes complicated.
- connection between the boundary polygon 84 and the left and right boundary polygons 85 and 86 takes into account the force along the earth's eyes and the force in the direction perpendicular thereto, so that the simulation becomes complicated. By generating square or rectangular internal polygons, the simulation can be executed accurately in a short time.
- FIG. 11 shows the division of boundary polygons.
- boundary polygons 92 to 94 are generated between the internal polygons 90 and 91 and the boundary line 41.
- P12 and P13 are stitch points.
- the boundary polygons 92 to 94 are elongated or flat, and the boundary polygons 93 and 94 are too large.
- the arrangement of the boundary polygons is edited as shown on the right side of FIG.
- the vertex 100 is added to divide the boundary polygon 94 having an area that is too large.
- the boundary polygon is edited without moving the stitch point, but the stitch point may be moved for editing.
- the case where two doughs are stitched is taken as an example, but the same applies to the case where three or more doughs are stitched.
- the base fabric 47 has a low orientation and the fabric 40 has a high orientation.
- the same fabric may be overlapped and stitched.
- the target fabric may be woven or knitted.
- a stitching model is obtained by sharing a side connecting stitch points along a stitch line between polygons of a plurality of fabrics.
- the area of the boundary polygon is made uniform, and the shape of the boundary polygon is preferably edited so that the apex angle is preferably not too small or too large. This enables accurate simulation.
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Abstract
Description
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するための分割手段と、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するための内部ポリゴン発生手段と、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるための境界ポリゴン発生手段とを設けて、
シミュレーション前に、ベースの生地及び第2の生地を複数のポリゴンに分割することを特徴とする。
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するためのステップと、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するためのステップと、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるためのステップとを設けて、
ベースの生地及び第2の生地を複数のポリゴンに分割した後に、着装状態をシミュレーションすることを特徴とする。
コンピュータを、
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するための分割手段と、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するための内部ポリゴン発生手段と、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるための境界ポリゴン発生手段、として機能させる。
(1) 縫合ラインに沿って縫合ポイントを結ぶ辺を複数の生地のポリゴン間で共有することにより、縫合のモデルが得られる。
(2) 凸角の部分でポリゴンを複数の生地間で共有することにより、縫合線の凸角でのばたつきを防止できる。
(3) 生地の内、縫合線から離れた部分を内部ポリゴンに分割することにより、力学シミュレーションが容易になる。
(4) 内部ポリゴンと縫合線との間を境界ポリゴンで分割することにより、縫合線の形状を尊重しながら、生地全体を分割できる。
(5) 境界ポリゴンの面積を均一化し、好ましくはさらに頂角が小さすぎるもしくは大きすぎる境界ポリゴンが生じないように、境界ポリゴンの形状を編集する。これによって正確なシミュレーションができる。
(6) ベースの生地47と生地40の双方に対して、境界ポリゴンと内部ポリゴンへの分割等を行うため、生地40,47の双方に対して、正確なシミュレーションができる。
8 カラーモニタ 10 カラープリンタ
12 LANインターフェース 14 外部記憶 20 CPU
22 メモリ 30 ポリゴン発生部 31 縫合線記憶部
32 縫合ポイント発生部 33 凸角検出部
34 内部ポリゴン発生部 35 境界ポリゴン発生部
36 着装シミュレーション部 40,47 生地
41 縫合線 42 縫合ポイント 43 角部ポリゴン
44,49 境界ポリゴン 45,48 地の目線
46,50 内部ポリゴン 51 縫合ポイント
52 境界ポリゴン 54 内部ポリゴン
60~65 境界ポリゴン 71,72 ポリゴン
80~86 ポリゴン 90~98 ポリゴン 100 頂点
P1~P13 頂点
Claims (5)
- 衣類を複数のポリゴンに分割し、各ポリゴンに働く力により各ポリゴンがどのように変形するかをシミュレーションすることにより、衣類の着装状態をシミュレーションする装置であって、
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するための分割手段と、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するための内部ポリゴン発生手段と、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるための境界ポリゴン発生手段とを設けて、
シミュレーション前に、ベースの生地及び第2の生地を複数のポリゴンに分割することを特徴とする、着装シミュレーション装置。 - 境界ポリゴン発生手段は、接合線の凸角部で接合線の頂点のポイントと該ポイントの両側のポイントとで角部のポリゴンを構成し、かつ重ね合わせた複数層の生地間で、角部のポリゴンを共有させることを特徴とする、請求項1の着装シミュレーション装置。
- 境界ポリゴン発生手段は、境界ポリゴンの面積を均一化するように境界ポリゴンを編集することを特徴とする、請求項1または2の着装シミュレーション装置。
- 衣類を複数のポリゴンに分割し、各ポリゴンに働く力により各ポリゴンがどのように変形するかをシミュレーションすることにより、衣類の着装状態をシミュレーションする方法であって、
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するためのステップと、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するためのステップと、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるためのステップとを設けて、
ベースの生地及び第2の生地を複数のポリゴンに分割した後に、着装状態をシミュレーションすることを特徴とする、着装シミュレーション方法。 - コンピュータにより、衣類を複数のポリゴンに分割し、各ポリゴンに働く力により各ポリゴンがどのように変形するかをシミュレーションすることにより、衣類の着装状態をシミュレーションするプログラムであって、
コンピュータを、
ベースの生地に重ね合わせるように第2の生地を接合する接合線を、複数のポイントに分割するための分割手段と、
ベースの生地及び第2の生地の接合線の内部を各々、各生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割すると共に、ベースの生地の接合線の外部をベースの生地の地の目に平行な2辺を有する長方形からなる複数の内部ポリゴンに分割するための内部ポリゴン発生手段と、
ベースの生地と第2の生地の各々に対して、内部ポリゴンの頂点と接合線のポイントとを接続して、境界ポリゴンを発生させるための境界ポリゴン発生手段、として機能させる着装シミュレーションプログラム。
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JP2001222568A (ja) * | 2000-02-10 | 2001-08-17 | Giken System Kk | 服飾デザインのための三次元検証と衣服試作可能なシステム |
WO2003024261A1 (fr) * | 2001-09-11 | 2003-03-27 | Digital Fashion Ltd. | Dispositif d'affichage de patron de papier virtuel, procede d'affichage de patron de papier virtuel, programme d'affichage de patron de papier virtuel et support d'enregistrement lisible par ordinateur contenant le programme |
JP2003288609A (ja) * | 2002-01-28 | 2003-10-10 | Konami Co Ltd | 3次元画像処理プログラム、3次元画像処理装置、3次元画像処理方法及びビデオゲーム装置 |
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WO2008016027A1 (en) * | 2006-08-03 | 2008-02-07 | Shima Seiki Manufacturing, Ltd. | Device and its method for dressing simulation and program |
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JP4533643B2 (ja) * | 2004-02-26 | 2010-09-01 | 株式会社島精機製作所 | 人体モデルへのニットガーメントの着装シミュレーション方法とその装置、並びにそのプログラム |
JP4503312B2 (ja) * | 2004-02-26 | 2010-07-14 | 株式会社島精機製作所 | ニットガーメントの着装シミュレーション方法とその装置、並びにそのプログラム |
WO2009028311A1 (ja) * | 2007-08-24 | 2009-03-05 | Shima Seiki Manufacturing, Ltd. | 重ね着のシミュレーション装置とシミュレーション方法、シミュレーションプログラム |
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Patent Citations (6)
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JPH10320541A (ja) * | 1997-05-21 | 1998-12-04 | Nri & Ncc Co Ltd | 三次元地形データの簡略化装置及びその簡略化方法 |
JP2001222568A (ja) * | 2000-02-10 | 2001-08-17 | Giken System Kk | 服飾デザインのための三次元検証と衣服試作可能なシステム |
WO2003024261A1 (fr) * | 2001-09-11 | 2003-03-27 | Digital Fashion Ltd. | Dispositif d'affichage de patron de papier virtuel, procede d'affichage de patron de papier virtuel, programme d'affichage de patron de papier virtuel et support d'enregistrement lisible par ordinateur contenant le programme |
JP2003288609A (ja) * | 2002-01-28 | 2003-10-10 | Konami Co Ltd | 3次元画像処理プログラム、3次元画像処理装置、3次元画像処理方法及びビデオゲーム装置 |
JP2006113676A (ja) * | 2004-10-12 | 2006-04-27 | Digital Fashion Ltd | 仮想型紙作成プログラム、仮想型紙作成装置、及び仮想型紙作成方法 |
WO2008016027A1 (en) * | 2006-08-03 | 2008-02-07 | Shima Seiki Manufacturing, Ltd. | Device and its method for dressing simulation and program |
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CN102365658B (zh) | 2015-04-15 |
JPWO2010116876A1 (ja) | 2012-10-18 |
CN102365658A (zh) | 2012-02-29 |
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