WO2017059511A1 - Método computadorizado para criar e editar superfícies para representar roupas sobre o corpo de um manequim em ambiente virtual tridimensional - Google Patents
Método computadorizado para criar e editar superfícies para representar roupas sobre o corpo de um manequim em ambiente virtual tridimensional Download PDFInfo
- Publication number
- WO2017059511A1 WO2017059511A1 PCT/BR2016/050234 BR2016050234W WO2017059511A1 WO 2017059511 A1 WO2017059511 A1 WO 2017059511A1 BR 2016050234 W BR2016050234 W BR 2016050234W WO 2017059511 A1 WO2017059511 A1 WO 2017059511A1
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- WIPO (PCT)
- Prior art keywords
- mesh
- user
- clothing
- garment
- mannequin
- Prior art date
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Classifications
-
- 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
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- 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
-
- 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
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/10—Geometric CAD
- G06F30/12—Geometric CAD characterised by design entry means specially adapted for CAD, e.g. graphical user interfaces [GUI] specially adapted for CAD
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/10—Geometric CAD
- G06F30/17—Mechanical parametric or variational design
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/20—Design optimisation, verification or simulation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
-
- 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
-
- 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
- G06T17/205—Re-meshing
-
- 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
- G06T17/30—Polynomial surface description
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2113/00—Details relating to the application field
- G06F2113/12—Cloth
-
- 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
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/004—Annotating, labelling
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2021—Shape modification
Definitions
- the present invention belongs to the field of computerized methods. This is a method for creating and viewing clothing in a three-dimensional virtual environment.
- a garment is formed of flat surfaces made generally of one or more types of fabric (e.g., cotton, wool, silk). Such flat surfaces are called molds. Different molds need to be sewn together to form a garment. The garment, in turn, needs to fit the body volume of the person wearing it.
- fabric e.g., cotton, wool, silk
- U.S. Patent No. 7,409,259 B2 describes a method and computer program for creating three-dimensional representations of clothing over the body of a virtual mannequin.
- the show features the body of a mannequin, initially dressed in a tight fitting body piece that covers most of it.
- the surface of the garment is represented by a parametric surface which is described by a set of control points. These points are used to define the surface of the clothing over the body of the dummy. The user can change the position of these control points to change the shape of the surface by widening or tightening parts of the garment where deemed necessary.
- the method object of the present invention makes no use of a parametric surface to represent clothing.
- the representation used according to the invention allows the user to freely manipulate the surface of the garment, including altering the topology of the initial surface.
- [001 1] A method is proposed for computer-based creation and editing of surfaces used to represent clothing on a dummy's body in a three-dimensional virtual environment.
- the operation and applicability of the method of the invention is based on a computer program which allows to create, edit and display clothing on the computer.
- the objective of the proposed method is to make the task of manipulating the surface used to describe clothing on the body of a virtual mannequin a computer program for creating clothing in a three-dimensional environment simpler and more intuitive.
- a garment when worn on the body of a mannequin, defines a volume, the size of which volume is inferiorly limited by the volume of the body part that is covered by the garment.
- Computer sculpting programs are known to provide an intuitive way to create and edit volumetric objects on the computer. Such programs offer tools for digitally manipulating any three-dimensional object as if that object were made of some real malleable substance such as clay.
- Pixologic's "ZBrush" One of the most popular computer programs in this category is Pixologic's "ZBrush".
- the method proposed here uses technology and tools similar to those present in digital sculpture programs.
- the clothing surface behaves as if it were made of clay.
- the body of the dummy serves as a boundary to which the surface of the garment can be moved; ie, it is not possible to move the clothing into the body of the dummy.
- state-of-the-art digital carving programs which allow the use of computerized methods for creating and editing clothing in a virtual environment - it is not possible to know the actual type of material being created, as these are generic programs that must enable the creation of objects made of any kind of material.
- the object being created is made of fabric.
- the proposed method offers tools that manipulate the clothing surface using also physical simulation.
- the surface of the clothing on the body of the dummy behaves like clay or like a real fabric.
- the user is not required to be aware of this clay / fabric duality.
- the user simply chooses and uses one of the available tools to manipulate the surface of the garment. More details on the available tools are provided below in this report.
- the attached Figure 1 is a screenshot of the interface of the 3D clothing creation program used to illustrate the method of the invention.
- the attached Figure 2 is a screenshot showing a basic garment created with the computerized method of the invention.
- the attached Figure 3 shows the application of the pinch tool.
- the attached Figure 4 shows the application of the ring pinch tool.
- the attached Figure 5 shows the application of the ring pinch tool and the cutting tool.
- the attached Figure 7 shows the application of the "simulation drag" tool.
- the method proposed in the present invention is based on a computer program ("CAD software") that serves to create clothes. This method allows the user to create and visualize any type of clothing directly on the body of a mannequin inserted in a three-dimensional virtual environment.
- CAD software computer program
- Figure 1 is a screen capture (numerically referenced by 20) of the computer program that serves as the basis for the method proposed in the present invention.
- the screenshot (20) shows that the graphical user interface (GUI) of the program presents the user with three distinct areas (21, 24 and 25).
- the central area (21) displays a three-dimensional virtual environment with the body of any dummy (22).
- the mouse cursor (36) and clicking on this area (21) the user can freely control the position, angle and distance from which the dummy body (22) is viewed - it is said that there is a "virtual camera" (not shown) by looking at the dummy (22) of a given point in three-dimensional space at a given orientation (angle).
- the area (24) on the right shows a list of meshes (23) that are present (only one mesh is present at the beginning, situation pictured). in Figure 1). The user can create new meshes (23) or remove existing meshes.
- the area (25) on the left shows a set of tools that the user can choose to modify the selected meshes (23). More details about these tools are given below.
- Figure 2 is also a screenshot (30) of the same program and depicts a more advanced state in the editing process (i.e. after the user has made some changes).
- a symmetry plane is activated; This way, everything you do on one side of the plane will be repeated on the other side.
- skirt is selected in the list of area (33) on the right.
- the user has a selected editing tool (28a) in the area (25) on the left, and the mouse cursor (36) positioned over the selected mesh (28b) in the central area (21) of the application.
- the actuation region 28b of the tool 28a is highlighted in the central area of the program.
- the user has a symmetry plane (29) enabled; In this way, each tool has its area of action and behavior mirrored on the opposite side of the plane (28c).
- the area (33) on the right also shows some visual properties of the selected mesh (31) - such as color, brightness and texture - allowing the user to change these properties.
- the texture displayed on the skirt (27) in the central area (21), for example, is also shown in that area (32).
- the user can create any type of clothing (such as the clothing shown in Figure 2).
- FIG 3 illustrates the operation of the pinch (or "sweep") tool, which is common in digital carving programs (e.g., "ZBrush").
- the pinch tool is for "pulling” (or dragging) a region of the mesh surface.
- the user positions the mouse cursor (36) over the region he wants to drag.
- the tool working area (37a) i.e. the mesh region to be changed
- the user hints with the mouse button (not shown) and drags the mouse cursor (36) to the desired direction.
- the highlighted region (37b) of the mesh surface follows the movement of the mouse cursor (36), deforming.
- the user has a feeling that the mesh is made of a clay-like material.
- any point on the mesh surface can be manipulated freely with the pinch tool.
- the program based on the present method does not allow the mesh surface to be moved into the body of the dummy (22).
- the body of the dummy 22 naturally serves as a "mold" for the surface of the mesh.
- a ring (circumference) is displayed surrounding the body of said mannequin (22) at a certain height and follows the mouse cursor. (36).
- Figure 4 illustrates a possible use of this tool at three times (38, 39 and 40).
- the user moves the mouse cursor (36) to a body region of said dummy (22) in order to position the ring (41a).
- the ring 41a follows the body of the dummy 22, not a specific mesh.
- the ring (41a) affects the surface of the selected mesh (41b) that is at some distance from the ring plane: the actuation region (41b) Ring 41a is shown on the surface of the mesh in a similar manner to the pinch tool.
- the user hints with the mouse button and drags the cursor (36) in the desired direction by pulling the surface of the mesh (41b) that was highlighted.
- the user can choose a ring opening angle (41a); thus, in addition to pulling the mesh 41b in the desired direction, the ring 41a also increases its radius 42a gradually during the drag movement, causing the mesh 41b to move away from the body. of the dummy (22) and open in a cone shape (42b).
- the pinch ( Figure 3) and pinch ring tools ( Figure 4) make a mesh appear to be made of clay as they allow the user to freely move and deform its surface as mentioned. However, it is also possible to make a mesh behave as if it were made of some kind of real fabric.
- Figure 4 illustrates a possible use of this property at the third moment (40).
- the user activates the "physical simulation" mode.
- the mesh 42b falls and fits into the body of the dummy 22. This allows folds in the fabric 43 to be generated automatically, giving the mesh 42b a look closer to a real garment.
- FIG. 5 Another possible use of combining the pinch ring tool with the physical simulation is shown in Figure 5 in four steps (44, 45, 46 and 47). Initially (44), as in the case illustrated by Figure 4, the user positions the ring over a region of the body of the dummy where is the mesh he wishes to modify (49).
- the user hints at two points on the screen (54a and 54b) to specify a line segment that will be projected onto the mesh surface to generate a curve (55a), as in the scissors tool (mentioned above). previously).
- the user rotates the mouse wheel (or “mouse scroll", not shown) to "shorten” the curve (55b).
- Physical simulation is activated without gravity, and the tissue deforms only in the region where the curve that the user has created, generating folds in place (56).
- the user need not be aware that the mesh is behaving like a real fabric (ie, that physical simulation has been activated). From his point of view, the tool only applied an effect that generated folds on the surface of the mesh in the region where the curve he drew was.
- FIG. 7 Another tool that uses the non-gravity physics simulation mode is the drag tool.
- the operation of this tool is exemplified in Figure 7 in three steps (57, 58 and 59).
- the user positions the mouse cursor (36) over a region (60b) of the mesh (60a).
- the user can repeat this click and drag process as many times as desired. This can be used to adjust the shape of the mesh or create folds on its surface.
- the user hints and drags a second time (59) to create a "silly collar" (62).
- the program using the method proposed in this invention internally represents the surface of a mesh with a structure composed of several triangles that discretize that surface. This representation will be called the "triangle mesh”.
- Figure 8 shows the structure of a triangle mesh (67) during the application of the pinch tool described above.
- the program using the method proposed in this invention has two distinct modes, which differ in how a mesh behaves:
- a) Sculpture mode The mesh behaves as if it were made of a clay-like material. Allows user to freely change mesh surface.
- the pinch and pinch ring tools for example, use this mode;
- Simulation mode The mesh behaves as if it were made of real fabric. User can explicitly enable simulation mode (with or without gravity force), or simulation can implicitly activated and deactivated, such as for drag and wrinkle tools.
- the "simulation" mode of the computerized method used by the present program also works with the same triangle mesh structure.
- Using a triangle mesh to represent tissue in physical simulation Computational analysis is described by Baraff, D. and Witkin, A. in “Large steps in cloth simulation” (Computer Graphics Proceedings, 1998, Annual Conference Series, p. 43-54) and in several subsequent works.
- the "carving" mode may change the structure of the triangle mesh used to represent the surface of the garment, i.e. new triangles may be added or removed during the application of a tool.
- “simulation” mode only the vertex positions of the triangles are changed, ie no triangle is added or removed.
- the "simulation" mode of the method described in this invention provides greater agility for the user to create folds in the fabric.
- the presence of folds in the fabric gives the clothes a more realistic look.
- Such agility for creasing the clothing surface provided by the "simulation" mode is not achieved with the method described in U.S. Patent No. 7,409,259 B2 or generic digital carving programs.
- the computerized method described in the present invention is a specific digital sculpture method for the creation of clothing.
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Abstract
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Priority Applications (5)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2018537697A JP2018536951A (ja) | 2015-10-09 | 2016-09-22 | 仮想三次元環境においてマネキンの身体上に衣服を表現する面を作成および編集するためのコンピュータ化された方法 |
MX2018004225A MX2018004225A (es) | 2015-10-09 | 2016-09-22 | Metodo informatizado para crear y editar superficies para representar prendas de vestir en el cuerpo de un maniqui en un entorno virtual de tres dimensiones. |
CN201680059009.7A CN108140250B (zh) | 2015-10-09 | 2016-09-22 | 在虚拟三维环境中的人体模型上创建和编辑表示服装的曲面的计算机化方法 |
US15/766,297 US10713855B2 (en) | 2015-10-09 | 2016-09-22 | Computerized method for creating and editing surfaces to represent garments on the body of a mannequin in a virtual three-dimensional environment |
EP16852917.0A EP3361447A4 (en) | 2015-10-09 | 2016-09-22 | COMPUTERIZED METHOD FOR CREATING AND EDITING SURFACES FOR REPRESENTING CLOTHING OF THE BODY OF A MANNEQUIN IN A THREE-DIMENSIONAL VIRTUAL ENVIRONMENT |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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BRBR102015025867-4 | 2015-10-09 | ||
BR102015025867-4A BR102015025867B1 (pt) | 2015-10-09 | Método computadorizado para criar e editar superfícies para representar roupas sobre o corpo de um manequim em ambiente virtual tridimensional |
Publications (1)
Publication Number | Publication Date |
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WO2017059511A1 true WO2017059511A1 (pt) | 2017-04-13 |
Family
ID=58487141
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/BR2016/050234 WO2017059511A1 (pt) | 2015-10-09 | 2016-09-22 | Método computadorizado para criar e editar superfícies para representar roupas sobre o corpo de um manequim em ambiente virtual tridimensional |
Country Status (6)
Country | Link |
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US (1) | US10713855B2 (pt) |
EP (1) | EP3361447A4 (pt) |
JP (1) | JP2018536951A (pt) |
CN (1) | CN108140250B (pt) |
MX (1) | MX2018004225A (pt) |
WO (1) | WO2017059511A1 (pt) |
Families Citing this family (7)
Publication number | Priority date | Publication date | Assignee | Title |
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EP3552553B1 (en) * | 2016-12-12 | 2023-11-15 | Canon Kabushiki Kaisha | Image processing apparatus, image processing method, and program |
CN110874820B (zh) * | 2018-08-29 | 2023-04-11 | 阿里巴巴集团控股有限公司 | 一种物料仿真形变数据获取方法及装置 |
KR102239404B1 (ko) * | 2019-08-19 | 2021-04-14 | (주)클로버추얼패션 | 의상 시뮬레이션 방법 및 장치 |
KR102130252B1 (ko) * | 2019-08-23 | 2020-07-06 | (주)클로버추얼패션 | 바인딩을 반영한 의복 시뮬레이션 방법 및 장치 |
CN112037133A (zh) * | 2020-09-01 | 2020-12-04 | 陈逸阳 | 一种快速绘制服装效果图的方法 |
KR102568058B1 (ko) * | 2020-09-22 | 2023-08-22 | (주)클로버추얼패션 | 부분 시뮬레이션 방법 및 장치 |
CN113076571B (zh) * | 2021-04-16 | 2023-11-07 | 南京大学 | 一种三维衣物实时仿真编辑方法及系统 |
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JP2000331058A (ja) * | 1999-05-21 | 2000-11-30 | Toray Ind Inc | 組立構造体の製造支援装置および組立構造体の製造方法 |
ES2211357B1 (es) * | 2002-12-31 | 2005-10-16 | Reyes Infografica, S.L. | Metodo asistido por ordenador para diseñar prendas de vestir. |
US8269778B1 (en) * | 2006-06-08 | 2012-09-18 | Pixar | Shape preservation of simulated objects in computer animation |
WO2012061834A1 (en) * | 2010-11-07 | 2012-05-10 | The Trustees Of Columbia University In The City Of New York | Methods, systems, and media for interactive garment modeling and editing |
CN102044038A (zh) * | 2010-12-27 | 2011-05-04 | 上海工程技术大学 | 面向真人的服装三维虚拟试衣方法 |
CN102332180B (zh) * | 2011-10-15 | 2014-04-09 | 杭州力孚信息科技有限公司 | 一种基于立体裁剪的三维服装造型与纸样设计方法 |
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2016
- 2016-09-22 JP JP2018537697A patent/JP2018536951A/ja active Pending
- 2016-09-22 WO PCT/BR2016/050234 patent/WO2017059511A1/pt active Application Filing
- 2016-09-22 EP EP16852917.0A patent/EP3361447A4/en active Pending
- 2016-09-22 US US15/766,297 patent/US10713855B2/en active Active
- 2016-09-22 CN CN201680059009.7A patent/CN108140250B/zh active Active
- 2016-09-22 MX MX2018004225A patent/MX2018004225A/es unknown
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Also Published As
Publication number | Publication date |
---|---|
CN108140250A (zh) | 2018-06-08 |
MX2018004225A (es) | 2018-08-01 |
EP3361447A4 (en) | 2019-05-01 |
JP2018536951A (ja) | 2018-12-13 |
BR102015025867A2 (pt) | 2017-05-02 |
EP3361447A1 (en) | 2018-08-15 |
US10713855B2 (en) | 2020-07-14 |
CN108140250B (zh) | 2022-08-23 |
US20180300959A1 (en) | 2018-10-18 |
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