Modeling and Simulating Bodies and Garments
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Modeling and Simulating Bodies and Garments

 eBook
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9781849962636
Veröffentl:
2010
Einband:
eBook
Seiten:
186
Autor:
Nadia Magnenat-Thalmann
eBook Typ:
PDF
eBook Format:
Reflowable eBook
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

This book examines all aspects of body and garment modeling for animated virtual humans: defining precise body shapes from input dimensions or body scans, using and retargeting predefined motions, creating and animating 3D garments from 2D patterns, and more.
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.
Preface.- 1 Modeling Bodies.- 1.1 Introduction.- 1.2 Geometric Modelling.- 1.3 Physically Based Modelling.- 1.4 Anatomic and Anthropometric Body Modelling Techniques.- 1.5 Data Acquisition.- 1.6 References.- 2 Character Based Adaptation.- 2.1 Introduction.- 2.2 Previous Works.- 2.3 A Footskate Removal Method for Simplified Characters.- 2.4 Root Translation Correction.- 2.5 Character Movements Adaptation.- 2.6 References.- 3 Cloth Modeling and Simulation.- 3.1 A Brief History on Garment Simulation.- 3.2 Measuring Physical Parameters.- 3.3 Physical Simulation of Cloth.- 3.4 Touching Virtual Textiles.- 4 Designing and Animating Patterns and Clothes.- 4.1. Introduction.- 4.2. Pattern Design.- 4.3. Pattern Placement.- 4.4. Seaming.- 4.5 Fabric Properties.- 4.6 Garment Fitting.- 4.7 Comparison of Real and Virtual Fitting Processes.- 4.8 The Making of the Award Winning Film: High Fashion in Equations.- 4.9 References.- 5 Virtual Prototyping and Collaboration in the Clothing Industry.- 5.1 Introduction.- 5.2 The New Market Trend.- 5.3 Virtual Prototyping of Garments.- 5.4 Collaboration in Virtual Clothing.- 5.5 Future Challenge: Co-Design.- 5.6 Towards a Co-Design Virtual Garments Platform.- 5.7 References.- 6 List of Figures
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.

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