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Virtual Garments: A Fully Geometric Approach for Clothing Design

Philippe Decaudin, Dan Julius, Jamie Wither, Laurence Boissieux, Alla Sheffer, Marie-Paule Cani



Published in Computer Graphics Forum (Eurographics'06 proc.), Volume 25(3), p 625--634. September 2006.


Bibtex :
@article{Decaudin:2006:VGA,
  author       = "Philippe Decaudin and Dan Julius and Jamie Wither 
                  and Laurence Boissieux and Alla Sheffer and Marie-Paule Cani",
  title        = "Virtual Garments: A Fully Geometric Approach for Clothing Design",
  journal      = "Computer Graphics Forum (Eurographics'06 proc.)",
  number       = "3",
  volume       = "25",
  month        = "sep",
  year         = "2006",
  pages        = "625--634",
  url          = "http://phildec.users.sf.net/Research/ClothEG06.php"
}

Abstract

Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physically-based simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles.

This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seam-lines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seam-lines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns.

The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the collisions with the body and gravity. The folds are generated using procedural modeling of the buckling phenomena observed in real fabric. The result of our algorithm consists of a realistic looking 3D mannequin dressed in the designed garment and the 2D patterns which can be used for distortion free texture mapping. The patterns we create also allow us to sew real replicas of the virtual garments.

Keywords: Geometric modeling of garments, developable surfaces, procedural models, buckling.

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