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dc.contributor.authorDecaudin, Philippeen_US
dc.contributor.authorJulius, Danen_US
dc.contributor.authorWither, Jamieen_US
dc.contributor.authorBoissieux, Laurenceen_US
dc.contributor.authorSheffer, Allaen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.date.accessioned2015-02-21T14:32:14Z
dc.date.available2015-02-21T14:32:14Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00982.xen_US
dc.description.abstractModeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling the min 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.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computing Methodologies/Computer Graphics]: Surface representations, I.3.7 [Computing Methodologies/Computer Graphics]: Three-dimensional graphics and realismen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleVirtual Garments: A Fully Geometric Approach for Clothing Designen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00982.xen_US
dc.identifier.pages625-634en_US


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