Modeling and Simulating Bodies and Garments

Modeling and Simulating Bodies and Garments is a comprehensive visual textbook, dealing with all aspects of 3D virtual clothing and allowing users to try on virtual outfits. It covers a number of topics including:

Body modeling and animation

Character based adaptation

Cloth modeling and simulation

Design and animation of patterns and clothes

Virtual prototyping

The chapters cover the complex issues that have to be addressed in order to successfully implement a 3D virtual try-on, discussing the adjustments that have to be made to calibrate the dimensions, the effects of motion, and cloth retargeting. The ultimate goal is for humans to see themselves at any time, wearing any clothing available in the database, adapted to their body size.

Students and practitioners alike will benefit from the information contained in the book. Many images are included, and more can be found on miralab.ch.

1024261216
Modeling and Simulating Bodies and Garments

Modeling and Simulating Bodies and Garments is a comprehensive visual textbook, dealing with all aspects of 3D virtual clothing and allowing users to try on virtual outfits. It covers a number of topics including:

Body modeling and animation

Character based adaptation

Cloth modeling and simulation

Design and animation of patterns and clothes

Virtual prototyping

The chapters cover the complex issues that have to be addressed in order to successfully implement a 3D virtual try-on, discussing the adjustments that have to be made to calibrate the dimensions, the effects of motion, and cloth retargeting. The ultimate goal is for humans to see themselves at any time, wearing any clothing available in the database, adapted to their body size.

Students and practitioners alike will benefit from the information contained in the book. Many images are included, and more can be found on miralab.ch.

109.99 In Stock
Modeling and Simulating Bodies and Garments

Modeling and Simulating Bodies and Garments

by Nadia Magnenat-Thalmann (Editor)
Modeling and Simulating Bodies and Garments

Modeling and Simulating Bodies and Garments

by Nadia Magnenat-Thalmann (Editor)

Hardcover(2010)

$109.99 
  • SHIP THIS ITEM
    In stock. Ships in 6-10 days.
  • PICK UP IN STORE

    Your local store may have stock of this item.

Related collections and offers


Overview

Modeling and Simulating Bodies and Garments is a comprehensive visual textbook, dealing with all aspects of 3D virtual clothing and allowing users to try on virtual outfits. It covers a number of topics including:

Body modeling and animation

Character based adaptation

Cloth modeling and simulation

Design and animation of patterns and clothes

Virtual prototyping

The chapters cover the complex issues that have to be addressed in order to successfully implement a 3D virtual try-on, discussing the adjustments that have to be made to calibrate the dimensions, the effects of motion, and cloth retargeting. The ultimate goal is for humans to see themselves at any time, wearing any clothing available in the database, adapted to their body size.

Students and practitioners alike will benefit from the information contained in the book. Many images are included, and more can be found on miralab.ch.


Product Details

ISBN-13: 9781849962629
Publisher: Springer London
Publication date: 08/02/2010
Edition description: 2010
Pages: 186
Product dimensions: 6.30(w) x 9.20(h) x 0.70(d)

About the Author

Professor Nadia Magnenat-Thalmann is currently Professor at the University of Geneva in Switzerland and Director of the research lab MIRALab.

After having obtained several diplomas in various disciplines (Psychology, Biology, Chemistry, Computer Science and a PhD in Quantum Physics, all from University of Geneva), she moved to Canada in 1977 where she became subsequently assistant, associate and full Professor at the University of Montreal. During these years, she pioneered the field of Virtual Humans and received 7 artistic awards for her participation to the film “Dreamflight”. This film won an award at the conference On-Line in London, in front of Disney's film "Tron" in 1982. She further developed a strong agenda of interdisciplinary research that was considered by the scientific community as a very early innovation. In 1987, she was nominated Woman of the Year by the greater Montreal Association for her exceptional achievement in Sciences and Art. In 1988, she received a one year grant from the Council of Arts of Canada for her co-direction of the film “Rendez-vous in Montreal” that allows her to show her work on Virtual Marilyn at the Modern Art Museum in New York along with young Canadian promising artists.

Back in Switzerland in 1988, she has initiated and developed several programs of intensive research that have been awarded by the European Commission and the Swiss National Foundation. She has obtained more than 45 European projects that makes her group the most EU funded lab in Switzerland. During the nineties and 2000, she has received continuously scientific and artistic awards. Among the most cited awards are the Golden Camera Award at the Golden Camera Ceremony in Berlin (shown at TV with 16 million viewers), a ZDF program dedicated to "die virtuelle Marilyn, die Welt von Nadia Thalmann", more recently her selection in the electronic Wall of Fame in the Heinz Nixdorf Museum in Germany and the best paper of the International Journal of Virtual Reality for the year 2007 (award obtained by vote of the readers).

She is regularly invited by the European Commission to contribute to the writing of white papers, particularly for the Networked Media Unit dealing with the 3D internet as she is coordinating a Network of excellence in Network Virtual Realities (intermedia.miralab.ch). She recently directed the research and the production of a new awarded film, High Fashion in Equations, that was shown at the Museum of Yverdon and at the electronic theatre in SIGGRAPH 2007, film selected among 1000 submissions, most of them from Disney, Pixar and DreamWorks and other major production houses. The film has received since then two artistic awards in 2007 and 2008.

Professor Nadia Magnenat-Thalmann has contributed, along with her students, to the publication of more than 480 scientific papers, written more than 40 books and produced more than 25 virtual reality interactive shows. Professor Nadia Magnenat-Thalmann is Editor-in-chief of several scientific journals, among them, the Visual Computer published by Springer and the Computer Animation Virtual Worlds Journal published by Wiley. She is also associate Editor of several others, as for example, the IEEE Transactions Journal on Multimedia. She has been invited to present and discuss the impact of her work at the World Economic Forum in Davos from 1999 to 2001.

Table of Contents

1 Modeling Bodies 1

1.1 Introduction 1

1.2 Geometric Modeling 2

1.2.1 Basic Geometric Deformations 3

1.2.2 Free From Deformation 4

1.3 Physically Based Modeling 12

1.4 Anatomic and Anthropometric Body Modeling Techniques 13

1.5 Data Acquisition 24

1.5.1 Data Acquisition and Reconstruction Pipeline 25

1.5.2 Data Resolution and Data Format 27

1.5.3 Scan Data Based Modeling Approaches 28

References 29

2 Character Based Adaptation 31

2.1 Introduction 31

2.1.1 Character Animation 31

2.2 Previous Works 33

2.3 A Footskate Removal Method for Simplified Characters 35

2.3.1 Feet Motion Analysis 36

2.4 Root Translation Correction 38

2.4.1 Horizontal Correction 38

2.4.2 Vertical Correction 40

2.5 Character Movements Adaptation 42

2.5.1 Introduction 42

2.5.2 Skeleton Design 44

2.5.3 Arms Adaptation 49

2.5.4 Legs Adaptation 53

2.5.5 General Purpose Collisions Removal 55

2.5.6 Balance Correction 55

References 68

3 Cloth Modeling and Simulation 71

3.1 A Brief History on Garment Simulation 71

3.2 Measuring Physical Parameters 75

3.2.1 Introduction 75

3.2.2 The Concept of Fabric Hand 75

3.2.3 Fabric Drape 89

3.2.4 Mechanical and Physical Fabric Properties in Virtual Simulation Systems 91

3.3 Physical Simulation of Cloth 92

3.3.1 Introduction 92

3.3.2 Physical Properties of Cloth Materials 93

3.3.3 Simulation Models 95

3.3.4 A Simple Method for Accurate Simulation of Nonlinear Cloth Materials 99

3.3.5 Numerical Integration 103

3.3.6 Collision Processing 106

3.3.7 Real-Time Garment Animation 112

3.4 Touching Virtual Textiles 115

3.4.1 Haptic Interaction with Virtual Textiles: The Problems to Solve 116

3.4.2 The Sense of Touch 118

3.4.3 Rendering Touch Signals 120

3.4.4 Haptic Interfaces 123

3.4.5 The EU Project HAPTEX: Concepts and Solutions 128

References 132

4 Designing and Animating Patterns and Clothes 139

4.1 Introduction 139

4.2 Pattern Design 140

4.2.1 Digitalization 140

4.2.2 Import from CAD Software 140

4.2.3 Extraction of the Outer Shell Pattern Pieces 141

4.3 Pattern Placement 142

4.4 Seaming 143

4.5 Fabric Properties 143

4.6 Garment Fitting 144

4.7 Comparison of Real and Virtual Fitting Processes 145

4.7.1 Physical Precision of the Simulation Result 147

4.8 The Making of the Award Winning Film: High Fashion in Equations 149

4.8.1 Introduction 149

4.8.2 Robert Piguet 150

4.8.3 Inspiration 151

4.8.4 Design and Implementation 152

4.8.5 Result 158

References 159

5 Virtual Prototyping and Collaboration in the Clothing Industry 161

5.1 Introduction 161

5.2 The New Market Trend 163

5.3 Virtual Prototyping of Garments 163

5.3.1 Current Design and Manufacturing Paradigms 164

5.3.2 Current Online Garment Customization 166

5.3.3 MIRALab's Virtual Try On 167

5.4 Collaboration in Virtual Clothing 171

5.4.1 Distinction Between PDM and PLM 171

5.4.2 PDM/PLM in the Apparel Industry: Current Solutions/Examples and Their Benefits 173

5.5 Future Challenge: Co-design 173

5.6 Towards a Co-design Virtual Garments Platform 174

5.6.1 Related Work 175

5.6.2 Design Considerations 177

5.6.3 Communication Architecture 177

5.6.4 User Membership Management 179

5.6.5 Content Transmission Scheme 180

5.6.6 Event Management 181

5.6.7 Proposed Architecture 181

5.6.8 Overall Architecture 182

References 185

From the B&N Reads Blog

Customer Reviews