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KR101665651B1 - Simulation method and apparatus for draping 3D cloth - Google Patents

Simulation method and apparatus for draping 3D cloth Download PDF

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Publication number
KR101665651B1
KR101665651B1 KR1020150045564A KR20150045564A KR101665651B1 KR 101665651 B1 KR101665651 B1 KR 101665651B1 KR 1020150045564 A KR1020150045564 A KR 1020150045564A KR 20150045564 A KR20150045564 A KR 20150045564A KR 101665651 B1 KR101665651 B1 KR 101665651B1
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Prior art keywords
patterns
seam
angle
draping
angle formed
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KR1020150045564A
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Korean (ko)
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KR20160117017A (en
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오승우
김광윤
이재훈
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(주)클로버추얼패션
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/16Cloth

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Graphics (AREA)
  • Computer Hardware Design (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Processing Or Creating Images (AREA)

Abstract

A method and apparatus for changing attributes of an angle formed by two 2D patterns connected by a seam around a seam in a 3D costume production through computer simulation. By selecting multiple seams at once through the user interface, the physical attributes of the 2D pattern are collectively changed around the seam.

Description

Technical Field [0001] The present invention relates to a method and apparatus for simulating 3D cladding,

The present invention relates to a computer simulation technique, and more particularly, to a draping simulation technique for creating 3D garment objects by embedding 2D garment patterns on an avatar.

Currently, costume simulation technology is used not only in the fashion industry, but also in games, animation, film special effects, and so on. In addition, the market of the costume item sales in the virtual world reaches to several trillion won.

Open Publication No. 10-2014-0108451 discloses a method of draping clothes on a 3D avatar as a process of 3D upside-down simulation. In the process of placing a 2D pattern around the avatar and sewing it to create the costume worn on the avatar, the pattern may dive into the interior of the avatar and cause a collision between the pattern and the avatar skin surface. In order to eliminate such an intersection, in the draping method, a cross-cut mesh is searched for the intersection between the pattern and the avatar, and when there is a cross-over mesh, the intersection removal force And a crossover removal force of the generated predetermined size is applied to the mesh to eliminate the intersection.

In addition to the process of draining the mesh constituting the 2D pattern as a whole, the 3D dressing simulation method can change the attributes of the mesh constituting a part of the 2D pattern to express the detail of the garment. For example, after sewing two fabrics, you can set them to maintain a constant angle at the boundary between the two fabrics.

However, in this process, it is difficult to produce a desired shape exactly because the angle can not be distinguished from the inner surface of the fabric when the angle is input by a number. In this way, it is easy to work with hands when sewing patterns to connect clothes, but it can be very inconvenient when using such a computer graphic.

Costumes made by combining patterns often require lining and tailoring of outer materials. At this time, make sure that the lining and outer surface are flattened and look like a piece of cloth in suits and many other costumes. In this case, it is necessary to set the angle that the lining and the outer surface make around the seam line. In the 3D clothing manufacturing process, when the angle is set for the seam connecting the two patterns, the angle formed by the two meshes is adjusted, You can direct the connection. However, in this case, when there are a plurality of seams, it is inconvenient to set the angle for each seam line. Also, since it is difficult to distinguish the inner surface from the outer surface, it is difficult to distinguish the inner surface from the outer surface. Therefore, it is necessary to change the angles of the two seams to change the angle of the seam. .

To solve this problem, we provide a user interface tool to sharpen and flatten two patterns according to the draping state of the seams connecting the two patterns. By choosing the two patterns, all the seams connecting the two patterns are selected at once, thereby reducing the inconvenience of selecting multiple seams individually and changing the angles formed by the mesh around the seams in accordance with the current draping state, Can be eliminated.

According to one aspect, a 3D dressup simulation can output a 3D dressup by sewing a 2D pattern and draping it on a 3D avatar. At this time, the angle formed by the two patterns connected to the seam can be adjusted.

According to an aspect, when two 2D patterns connected by a seam line are selected, a plurality of seam lines connecting the patterns can be collectively selected.

According to one aspect, the patterns around the selected plurality of seams can be collectively changed in accordance with the contents inputted by the user, the angles formed by the patterns and the forces for maintaining the angles.

According to an aspect, the patterns around the selected plurality of seams can be collectively changed to a predetermined value according to the current angle and the state of the force that maintains the angle.

In the 3D costume making process, the process of modifying the details of costumes is simplified, making the costume making process simple. Specifically, the lining of the 3D garment and the sewing process of the front and back of the outer fabric or the shirt collar are accelerated, thereby shortening the 3D garment production time.

FIG. 1 is a flowchart showing a configuration of a method of pressing two sewn patterns in a 3D dressup simulation method according to one embodiment.
FIG. 2 illustrates an example of a user interface for setting an angle formed by two 2D patterns on a seam line connecting two 2D patterns and a force for maintaining the angle, It is a picture showing the figure.
FIG. 3 is a diagram illustrating a screen in which a seam line connecting two 2D patterns is extracted as an embodiment.
FIG. 4 is a view showing a case where an angle formed by two patterns along a seam line connecting two patterns is 0 degree or 360 degrees in a 3D screen.
FIG. 5 is a view illustrating a configuration of a banding wing according to an embodiment of the present invention.
FIG. 6 is a diagram showing a figure indicating a certain area from a cursor on a 2D screen or a 3D screen as an embodiment.
FIG. 7 is a view illustrating an example in which two patterns are connected to each other by setting an angle at which the two patterns form an axis of a seam.
FIG. 8 is a view showing a state in which two patterns are connected to each other at their edges by a spring.
FIG. 9 is a drawing showing only one spring in the drawing of FIG. 8 as an embodiment.

The foregoing and further aspects of the present invention will become more apparent through the following examples. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like reference numerals refer to the like elements throughout.

A method of pressing a 2D pattern in a 3D cloaking simulation method, a device thereof, and a recording medium on which a computer program for executing the method is recorded, can be applied to the field of 3D simulation technology.

Hereinafter, the present invention will be described in detail with reference to the accompanying drawings.

The 3D costume is created through a computer simulation program that reflects the process of creating the actual costume. For example, the author paints a 2D pattern of a costume, then drapes and simulates a 2D pattern on an avatar model to be dressed. By rendering and displaying the draping simulation result, the 3D image is displayed on the screen. The avatar model and the 2D costume pattern can be drawn directly by the user through a computer program or can be stored. If you draw yourself, you can enter it using a variety of graphics software or CAD programs, or use the provided 2D patterning tools.

The draping simulation method in the 3D dress-up simulation method according to an exemplary embodiment of the present invention includes a step of meshing a 2D pattern, a step of arranging a pattern around an avatar, a step of determining whether a pattern and an avatar collide with each other, And performing a draping simulation process. The 2D mesh patterning step may be performed by applying a Delaunay triangulation technique. The draping simulation process may be performed as an example (Pascal Volino, Nadia MagnenatThalmann: Resolving surface collisions through intersection contour minimization.ACM Trans. Graph. 25 (3): 1154-1159 (2006).

FIG. 1 is a flowchart showing a configuration of a method of pressing two sewn patterns in a 3D dressup simulation method according to an embodiment.

According to one aspect, a 3D dressing simulation method includes selecting two 2D patterns connected to a seam line from a user, receiving a press input for two selected 2D patterns, extracting a seam connecting two pressed 2D patterns And setting an angle formed by the two 2D patterns on the axis of the seam extracted so that the two selected 2D patterns are pressed.

A 2D pattern is a simulation of a clothing pattern cut from a computer to form a 2D object. The 2D pattern is created by setting the appearance and physical properties of the fabric. In order to show the outline of the 2D pattern, it is necessary to input the outline information of the 2D pattern. The outline and vertices of the pattern can be created using a CAD tool or a variety of graphic program tools, or it can be selected from a database composed of a 2D pattern model according to the costume type. The interior of the 2D pattern whose outline is determined by the outline can be composed of a triangle or a square mesh. A mesh can consist of a lattice point having a mass and a spring connecting the lattice point. Through lattice points and springs, the nature of the 2D pattern material, the folding of the fabric, and the shape of the hanging can be shown. A seam is a line that is displayed after the sewing process that connects the 2D patterns, and is an outline common to both 2D patterns.

In one embodiment, the press input can be a flattened push or fold command to two 2D patterns connected by a seam. For example, if the 3D outfit is a suit, the front of the suit will sew two patterns of the same kind into the lining and the outer, then fold the part that will become the collar of the suit. At this time, the two patterns sewn into the lining and the outer fabric should be folded flat like one cloth around the seam. However, due to the attributes that are basically set in the mesh around the seams when sewing, the two patterns can become bulky and not flat. At this time, it is possible to change the attribute contents through the press input, and to produce a sharp and flat folded state. FIG. 2 is a diagram illustrating a state in which two 2D patterns are swollen and turned into a sharp-folded state when a press is input. However, the press input is not limited to sharply folding two 2D patterns, but may be various inputs that change the connected or folded state of two 2D patterns connected by a seam.

In one aspect, the step of extracting a seam can select a seam connecting the two 2D patterns and display the selected seam on the screen. For example, the selected seam line can be displayed as a specific color or highlight on 2D and 3D screens. In one embodiment, when there are a plurality of seams connecting two 2D patterns, it is not necessary to select a plurality of seams one by one, and when two 2D patterns are selected and press input is performed, all of a plurality of seams common to only two selected 2D patterns are extracted You can choose at once. In FIG. 3, all of the seams connecting the 2D patterns of the collar constituting the 3D clothes are extracted and displayed as an embodiment.

In one aspect, extracting the seam line may further include extracting a seam within a certain distance from the clicked position with the cursor. In one embodiment, if two 2D patterns are selected and a press input is made, a cursor is positioned near the seam of the selected 2D pattern and clicked, only a unit seam within a certain distance from the position of the clicked cursor can be extracted and selected. A unit seam is a seam that consists of a single line connecting two vertices. In yet another embodiment, the seams within a certain distance from the clicked cursor position may be part of a unit seam within a certain distance of the cursor rather than a unit seam. In one embodiment, an area within a certain distance of the cursor may be represented by a figure centered at the cursor. FIG. 6 is a diagram illustrating an embodiment in which a region of a certain distance in a cursor placed on a 2D pattern is illustrated in a graphic form.

In one aspect, the step of setting the angle formed by the two 2D patterns about the extracted seam line comprises setting an angle 505 between two meshes with the seam line drawn as a common line segment. Two meshes 501 and 502 having one seam line 505 as a common line segment are defined as a banding wing. That is, the angle formed by the two meshes having the seam line as a common line segment is an angle formed by the banding wing (505). FIG. 5 is an embodiment of a banding wing having a predetermined angle 505. FIG. The meshes 501 and 502 constituting the banding wing may be triangular or quadrilateral as shown in FIG. In one embodiment, the angle 505 of the banding wing is connected to the two vertices of the banding wing, as shown in FIG. 5, to define an object 504 ). ≪ / RTI > In one embodiment, the object 504 may be a compression spring having a predetermined restoring force. However, the object 504 may be used to calculate a force for making an angle of a predetermined banding wing, but it does not appear on the screen when simulating 3D display.

In another aspect, the step of setting the angle formed by the two 2D patterns with the extracted seam line as an axis may include a step of connecting the two 2D patterns to each other by connecting the edges to each other by a spring. The spring connection is defined as an offset spring connection. FIG. 7 shows an embodiment in which an angle formed by two meshes having a common line segment as an extracted seam line is set to 0 degrees or 360 degrees. Figure 7 shows the volume feel of the two patterns. FIG. 8 is a view of an embodiment in which two 2D patterns are parallel to each other by connecting the two seams on the respective seams along the edges of the seams. In one embodiment, two 2D patterns can be spring-connected at the corresponding two points of the two 2D patterns, so that the two 2D patterns are parallel. For example, the length of the spring may be 0.5 times the sum of the thicknesses of the two 2D patterns, so that the two 2D patterns can be closely contacted with each other by connecting them at the center point of the edge thickness cross section of each 2D pattern. Therefore, even when the angle is set to 0 degree or 360 degrees in the banding wing, it is possible to simulate removing the volume feeling between the two patterns due to the property values of the meshes connected to each other. FIG. 9 is a view of an embodiment in which only the shape of the spring is not displayed when two 2D patterns are drawn parallel to each other while connecting the edges of the two seams along the perimeter of the extracted seam.

In one aspect, the method may include setting a force that maintains an angle formed by the two 2D patterns about an axis of the seam extracted so that the two selected 2D patterns are pressed. The force that maintains the angle formed by the two 2D patterns refers to the force to keep the banding wing at a predetermined angle 505. In one embodiment, when the object 504 holding the banding wing at a certain angle is a compression spring having a restoring force, the strength of the force that maintains the angle formed by the two 2D patterns is the spring constant of the compression spring, . The compression spring restoring force is expressed as F = -kx. Where k is the spring constant (k), and x is the displacement. The compression spring 504 can adjust the strength of the restoring force by adjusting the spring constant. Accordingly, the strength of the force that maintains the angle formed by the two 2D patterns can be adjusted to adjust the spring constant of the compression spring 504, thereby adjusting the strength of the restoring force.

Then, in a step of setting an angle formed by the two 2D patterns on the axis of the extracted seam line so that two selected 2D patterns are pressed and a force for maintaining the angle, an attribute of the selected seam extracted from the 2D pattern is set The angle of the two 2D patterns along the axis of the seam extracted through the user interface and the numerical value of the force that maintains the angle can be input. Even if the selected seam is a plurality of unit seams or separate seams without connected parts, both the angle formed by the two 2D patterns at the same value and the value of the force holding the corresponding angle can be set. Figure 2 shows an example of a tool that can set the angle between two 2D patterns on the axis of the extracted seam and the force that maintains the angle. You can directly input the desired angle and force strength value, or you can move the scroll bar to enter it.

In a specific aspect, the step of setting an angle formed by the two 2D patterns and a force for maintaining the angle so that the two 2D patterns are pressed includes the step of collectively applying the angle and the force to the seam extracted as a constant value can do. For example, an angular value used conventionally and an intensity value of a force for maintaining the angle may be set in advance. If there is a press input, the value can be directly applied without a separate numerical input or a scroll bar operation. In an optional aspect, the step of collectively applying a predetermined value according to an angle formed by two 2D patterns is performed by changing the current angle to more than 0 degrees, and when the angle is less than 180 degrees, In this case, it may further include a step of changing 360 degrees. By applying the above step, it is possible to flatten two 2D patterns without individually changing angles formed by two 2D patterns each having a plurality of seam lines as axes. For example, a collar of a suit or a shirt may be folded in a two-pattern seam with no sharpness, so that the angle formed by the two 2D patterns about the seam that forms the collar of the suit is 0 degrees or 360 degrees . Therefore, it is not necessary to set the angle formed by the two 2D patterns on the seam line of the collar every time when simulating the costumes of the clothes, etc., at 0 or 360 degrees when the angle is pressed, Can be applied in batch. In addition to the example of the above-mentioned clothes collar, it is also possible to collectively apply the angle which is conventionally used in the garment by setting a certain value. 4 is an example of a case where the patterns of two squares are connected to one edge only by a seam, and the angle formed by the two patterns is changed to 0 degree or 360 degrees with respect to the seam. FIG. 7 is an example of a case where the patterns of two squares are changed to 0 degree or 180 degrees by the angle formed by the two patterns with the seam as an axis when all the edges are connected by the seam.

The 3D clothing simulation method may be stored in a computer-readable nonvolatile recording medium, which may be a computer-readable computer program. Examples of the computer-readable recording medium include ROM, RAM, CD-ROM, magnetic tape, floppy A disk, an optical data storage device, and the like, and may also be implemented in the form of a carrier wave (for example, transmission over the Internet).

The 3D dressup simulation apparatus includes a storage unit, a drape unit, and a display unit. In one embodiment, the storage unit may store avatars, patterns, subsidiary materials, and the like, which are necessary for 3D costumes. The storage unit can store 3D avatar models of various people, such as sex, race, face, hairstyle, body skeleton, and the like. The avatar information stored for each body part may be combined to generate a new avatar. The storage unit can store a database of patterns according to the type of garments used in the garment industry. Alternatively, the 2D pattern input through the CAD tool can be stored and provided to the 2D pattern production unit. The storage unit stores a variety of 3D auxiliary materials such as zipper, button, piping, ribbon, and the like, and can provide 3D costume creation.

In one aspect, the draping unit arranges the 2D pattern around the avatar model, and then drains the model through the draining process described above.

The 3D dress-up simulation apparatus may further include a rendering unit. The rendering unit may receive the draping-completed garment creation information of the 2D pattern, process it as a 3D screen, and provide the display unit with the output.

The display unit can display a 2D pattern, a 3D supplementary material, a 3D garment, and a storage object. According to an aspect of the present invention, the 2D pattern stored in the storage unit may be output, or the 2D pattern being produced may be output and provided to the user as a screen. The 2D pattern being produced is output to the screen reflecting the input of the attribute information (outline, mesh shape, etc.) of the 2D pattern input by the user.

According to an aspect of the present invention, the display unit outputs a 3D image of the 3D image, which has been generated by the rendering unit, to the 3D image. In one embodiment, the 3D image may be output along with the avatar in a state of being worn on the avatar. Alternatively, only the avatar may be output, or only the 3D image may be output. As another example, the display unit may display the garment with only the deformed mesh according to the draping, or may express the garment as a pressure distribution diagram, and provide the garment information to the user. According to one embodiment, the display unit can output the 3D image of the avatar in a three-dimensional view that views the avatar from all angles such as up, down, left, right, front and back. For example, when an output angle of a 3D screen is determined through a mouse operation of a user or an input device such as a keyboard, a 3D garment and an avatar are output from a stereoscopic view viewed from that angle.

In an aspect, the display unit may display avatars, 2D patterns, and 3D supplementary objects of the storage unit. In one embodiment, stored objects may be output as a list. For example, a list can be provided as a simple preview of the stored objects.

In an aspect, the 3D dress-up simulation apparatus may further include a user interface unit. The user interface unit receives information about the 3D clothing creation from the user and transmits the information to the draping unit for performing the draping simulation. In an aspect, the user interface unit may further include a user operation unit. The user manipulation portion may select two 2D patterns connected by a seam from the user and receive press input for the two selected 2D patterns.

In an aspect, the 3D warp simulation device may further include an extracting unit. The extracting unit can extract and select a seam line connecting the two 2D patterns selected from the user operation unit. In one embodiment, when there are a plurality of seams connecting two 2D patterns, it is not necessary to select a plurality of seams one by one, and when two 2D patterns are selected and pressed, the input is received from the user's operating unit and transmitted to the extracting unit, All of a plurality of seam lines common to only two selected 2D patterns can be extracted and selected at once. In FIG. 3, all of the seams connecting the 2D patterns of the collar constituting the 3D clothes are extracted and displayed as an embodiment.

In yet another embodiment, the extractor may extract and select a seam within a certain distance from the clicked position of the cursor. For example, if you select two 2D patterns and press enter and click and place the cursor near the seam of the selected 2D pattern, only the unit seam within a certain distance from the clicked cursor position can be extracted and selected. A unit seam is a seam that consists of a single line connecting two vertices. In yet another embodiment, the seams within a certain distance from the clicked cursor position may be part of a unit seam within a certain distance of the cursor rather than a unit seam. In one embodiment, an area within a certain distance of the cursor may be represented by a figure centered at the cursor. FIG. 6 is a diagram illustrating an embodiment of displaying a certain distance region from a cursor on a 2D pattern to a graphic form. In one embodiment, all selected seams may be displayed on the display in a different color or highlighted color or type of line than the existing seams.

In an aspect, the 3D dressup simulation apparatus may further include a press section. The press section can set an angle formed by the two 2D patterns on the axis of the seam extracted so as to press the selected two 2D patterns and a force for maintaining the angle. In one aspect, the press portion can collectively apply an angle formed by two 2D patterns for every extracted seam and a force for maintaining the angle. The press part can change the angle formed by the two 2D patterns for all the selected seam lines and the force for maintaining the angle to a predetermined value so that the two 2D patterns connected by the seam can be pressed or folded in a desired shape. In one aspect, the step of applying an angle formed by the two 2D patterns and a force for maintaining the angle to the sewing line extracted as a constant value is changed to 0 degrees when the current angle is more than 0 degrees and when the current angle is less than 180 degrees, And 360 degrees when the angle is less than 360 degrees.

While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, is intended to cover various modifications and similarities that may occur to those skilled in the art. The claims are intended to cover such modifications.

501: seam 502: mesh 1
503: Mesh 2 504: Compression spring
505: Angle between two patterns

Claims (10)

Draping 2D avatar patterns on the avatar model;
Rendering and displaying the draping result;
A method for simulating a 3D climbing simulation,
Selecting two 2D patterns connected by a seam from a user and receiving press input for two selected 2D patterns;
Extracting a seam line connecting two 2D patterns received press input to collectively select one or more seam lines connecting the selected two 2D patterns;
Setting an angle formed by the two 2D patterns on the axis of the seam line extracted so that the two 2D patterns selected in accordance with the draping state of the selected two 2D patterns are pressed flat to each other;
Wherein the 3D simulation method further comprises:
The method according to claim 1,
Setting a force to maintain an angle formed by the two 2D patterns on the axis of the seam extracted so that the selected two 2D patterns are pressed;
Wherein the 3D simulation method further comprises:
The method of claim 1, wherein the step of setting the angle formed by the two 2D patterns
Setting an angle formed by two meshes using the extracted seam as a common line segment; The method comprising the steps of:
The method of claim 1, wherein the step of setting the angle formed by the two 2D patterns
Making the two 2D patterns parallel to each other by connecting the edges of the two 2D patterns to each other at their edges;
Wherein the 3D simulation method further comprises:
The method of claim 1 wherein extracting the seam
Extracting a seam within a predetermined distance from a position where the cursor is clicked;
Wherein the 3D simulation method further comprises:
The method of any one of claims 1 and 2, wherein the step of setting an angle formed by the two 2D patterns and a force for maintaining the angle
Collectively applying the angle and the force to a seam extracted at a constant value;
Wherein the 3D simulation method further comprises:
The method according to claim 6, wherein the step of collectively applying an angle formed by the two 2D patterns to a predetermined value on the axis of the extracted seam
Changing the angle to 0 degrees when the angle is currently greater than 0 degrees and less than 180 degrees, and changing the angle to 360 degrees if the angle is greater than 180 degrees and less than 360 degrees;
Wherein the 3D simulation method further comprises:
A non-volatile recording medium in which a computer program embodying the 3D dress-up simulation method according to claim 1 is stored.

delete A storage unit for storing the 3D avatar model and the 2D image pattern;
A draping unit for draping and simulating the 2D image patterns on the avatar model; And
A display unit including a 3D display unit for rendering and displaying a draping result;
A 3D brace joint simulation apparatus comprising:
A user interface unit including a user operation unit receiving a press input for two 2D patterns selected from a user;
An extracting unit for extracting a seam line connecting two 2D patterns selected from the user operation unit to collectively select one or more seam lines connecting the selected two 2D patterns;
A pressing unit for setting an angle formed by the two 2D patterns on the axis of the seam extracted so that two 2D patterns selected in accordance with the draping state of the selected two 2D patterns are pressed flatly to each other and a force for maintaining the angle;
Wherein the 3D model is a 3D model.

KR1020150045564A 2015-03-31 2015-03-31 Simulation method and apparatus for draping 3D cloth KR101665651B1 (en)

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