dc.contributor.author | Carrière, Melanie | en_US |
dc.contributor.author | Skouras, Melina | en_US |
dc.contributor.author | Hahmann, Stefanie | en_US |
dc.contributor.editor | Rizvic, Selma and Rodriguez Echavarria, Karina | en_US |
dc.date.accessioned | 2019-11-06T06:02:23Z | |
dc.date.available | 2019-11-06T06:02:23Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-3-03868-082-6 | |
dc.identifier.issn | 2312-6124 | |
dc.identifier.uri | https://doi.org/10.2312/gch.20191351 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/gch20191351 | |
dc.description.abstract | 3D Modeling of this kind of draped clothes worn by a virtual human body is a particularly challenging task in computer graphics primarily due to the combined difficulty of creating layers of numerous fine folds and draping a person with a procedure quite different from dressing modern clothes. We propose a procedural approach for synthesizing a toga draped around a virtual body by starting from a flat fabric. We recreate visible and invisible folds as well as layers of the garment. This approach is composed into different stages inspired by movements made by roman people as they put on their toga. To adjust the toga to the morphology of the 3D model, we present a technique to create the mesh of the toga that adapts to certain parameters of the human body. Using a physical-based simulator allows us to reach our final goal: A 3D model wearing a realistic toga. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | 3D Design Of Ancient Garments | en_US |
dc.description.seriesinformation | Eurographics Workshop on Graphics and Cultural Heritage | |
dc.description.sectionheaders | 3D Modelling and Simulation | |
dc.identifier.doi | 10.2312/gch.20191351 | |
dc.identifier.pages | 73-77 | |