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Modeling and Simulating Bodies and Garments

of: Nadia Magnenat-Thalmann

Springer-Verlag, 2010

ISBN: 9781849962636 , 186 Pages

Format: PDF, Read online

Copy protection: DRM

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Modeling and Simulating Bodies and Garments


 

Preface

6

Contents

8

List of Figures

12

Chapter 1: Modeling Bodies

20

1.1 Introduction

20

1.2 Geometric Modeling

21

1.2.1 Basic Geometric Deformations

22

1.2.2 Free Form Deformation

23

1.3 Physically Based Modeling

31

1.4 Anatomic and Anthropometric Body Modeling Techniques

33

1.5 Data Acquisition

43

1.5.1 Data Acquisition and Reconstruction Pipeline

44

1.5.2 Data Resolution and Data Format

46

1.5.3 Scan Data Based Modeling Approaches

47

References

48

Chapter 2: Character Based Adaptation

50

2.1 Introduction

50

2.1.1 Character Animation

50

2.2 Previous Works

52

2.3 A Footskate Removal Method for Simplified Characters

54

2.3.1 Feet Motion Analysis

55

2.3.1.1 Foot Selection

55

2.3.1.2 Vertex Selection

56

2.4 Root Translation Correction

57

2.4.1 Horizontal Correction

57

2.4.2 Vertical Correction

59

2.5 Character Movements Adaptation

61

2.5.1 Introduction

61

2.5.2 Skeleton Design

63

2.5.2.1 Limbs Simplification

64

2.5.2.2 Vertex/Cylinder Allocation

66

2.5.2.3 Penetration Calculation

67

2.5.3 Arms Adaptation

68

2.5.3.1 Penetration Removal

68

Objective Function

69

2.5.3.2 Forearm Orientation Correction

70

2.5.4 Legs Adaptation

72

2.5.5 General Purpose Collisions Removal

74

2.5.6 Balance Correction

74

2.5.6.1 Character Setup

75

Weights Estimation

75

Threshold Distances Calculation

76

2.5.6.2 Balance Optimization

77

2.5.6.3 Runtime System

79

Radial Basis Functions

81

Data Pre-processing

83

Skeleton Adaptation

84

A Growing Body

85

Joints Translation

87

References

87

Chapter 3: Cloth Modeling and Simulation

90

3.1 A Brief History on Garment Simulation

90

3.2 Measuring Physical Parameters

94

3.2.1 Introduction

94

3.2.2 The Concept of Fabric Hand

94

3.2.2.1 Subjective Fabric Hand Assessment

96

3.2.2.2 Objective Hand Measurements

97

Fundamental Research

97

Kawabata (KES-f) (Kawabata 1980)

102

Other Measurement Systems

108

3.2.3 Fabric Drape

108

3.2.4 Mechanical and Physical Fabric Properties in Virtual Simulation Systems

110

3.3 Physical Simulation of Cloth

111

3.3.1 Introduction

111

3.3.2 Physical Properties of Cloth Materials

112

3.3.3 Simulation Models

114

3.3.3.1 Generalities on Mechanical Simulation

114

3.3.3.2 State-of-the-Art in Cloth Simulation Techniques

115

3.3.4 A Simple Method for Accurate Simulation of Nonlinear Cloth Materials

118

3.3.5 Numerical Integration

122

3.3.5.1 Explicit Integration Methods

122

3.3.5.2 Implicit Integration Methods

124

3.3.6 Collision Processing

125

3.3.6.1 Techniques for Collision Detection on Cloth Objects

127

3.3.6.2 Collision Response

129

3.3.6.3 Repairing Collisions

130

3.3.7 Real-Time Garment Animation

131

3.3.7.1 Real-Time Garment Animation on a Virtual Character

132

3.4 Touching Virtual Textiles

134

3.4.1 Haptic Interaction with Virtual Textiles: The Problems to Solve

135

3.4.1.1 Abstraction of the Real World Scenario

136

3.4.1.2 Development of Physically Based Simulation Techniques to Render the Cloth Behavior According to the Specified Fabric

136

3.4.1.3 Design and Realization of a Haptic Interface Able to Provide Both Tactile and Kinesthetic Stimuli

137

3.4.1.4 Cross-Modal Validation of the Complete System

137

3.4.2 The Sense of Touch

137

3.4.2.1 The Tactile Sense

138

3.4.2.2 The Kinesthetic Sense

138

3.4.3 Rendering Touch Signals

139

3.4.3.1 The Haptic Interaction Process

139

3.4.3.2 Tactile Rendering

140

3.4.3.3 Force Rendering

141

3.4.4 Haptic Interfaces

142

3.4.4.1 Commercial Devices

143

3.4.4.2 Tactile Actuators

143

3.4.4.3 Multipoint Force-Feedback Devices

145

3.4.4.4 Integration and Synchronization

145

3.4.5 The EU Project HAPTEX: Concepts and Solutions

147

3.4.5.1 Validation

147

3.4.5.2 Results

149

Textile Simulation

149

Fabric Measurements

149

Force-Feedback and Tactile Rendering

150

Whole Haptic Interface

150

Milestones

151

References

151

Chapter 4: Designing and Animating Patterns and Clothes

158

4.1 Introduction

158

4.2 Pattern Design

159

4.2.1 Digitalization

159

4.2.2 Import from CAD Software

159

4.2.3 Extraction of the Outer Shell Pattern Pieces

160

4.3 Pattern Placement

161

4.4 Seaming

162

4.5 Fabric Properties

162

4.6 Garment Fitting

163

4.7 Comparison of Real and Virtual Fitting Processes

164

4.7.1 Physical Precision of the Simulation Result

166

4.8 The Making of the Award Winning Film: High Fashion in Equations

168

4.8.1 Introduction

168

4.8.2 Robert Piguet

169

4.8.3 Inspiration

170

4.8.4 Design and Implementation

171

4.8.4.1 Unlimited Parameters for Virtual Representations

171

4.8.4.2 Design of 2D Patterns

173

4.8.4.3 Fabric Material

173

4.8.4.4 Intended Aesthetic

175

4.8.4.5 Animation

176

4.8.4.6 Final Composition

176

4.8.5 Result

177

References

178

Chapter 5: Virtual Prototyping and Collaboration in the Clothing Industry

180

5.1 Introduction

180

5.2 The New Market Trend

182

5.3 Virtual Prototyping of Garments

182

5.3.1 Current Design and Manufacturing Paradigms

183

5.3.2 Current Online Garment Customization

185

5.3.3 MIRALab’s Virtual Try On

186

5.4 Collaboration in Virtual Clothing

190

5.4.1 Distinction Between PDM and PLM

190

5.4.2 PDM/PLM in the Apparel Industry: Current Solutions/Examples and Their Benefits

192

5.5 Future Challenge: Co-design

192

5.6 Towards a Co-design Virtual Garments Platform

193

5.6.1 Related Work

194

5.6.2 Design Considerations

196

5.6.3 Communication Architecture

196

5.6.4 User Membership Management

198

5.6.5 Content Transmission Scheme

199

5.6.6 Event Management

200

5.6.7 Proposed Architecture

200

5.6.8 Overall Architecture

201

5.6.8.1 Application Stub

202

5.6.8.2 Node Manager

203

5.6.8.3 Event Manager

203

5.6.8.4 Communication Manager

204

References

204