Virtual Clothing

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Different Fabric Results

3D Static Solution

Compared to the 2D Image Fit the three dimensional approach is much more complicated. Its main idea is to model the behaviour of cloth and drape it in a virtual environment over a human body, acquired using a 3D whole body scanner. The user should be able to rotate the virtual human, to put the body into a number of preassigned poses, again in a virtual setting such as a party

Input Data

3D scan of the customer's body
A point cloud from a 3D scanner 
Connectivity information from skinning software
Garment details:
Cutting patterns from manufacturers CAD/ CAM Systems in ANSI/AAMA 292 DXF format
Seaming information
Material information (weight, shear,bend,..)

Requirements to the Cloth Model

Fast: Internet oriented
Automatic: no human intervention
Capable of dynamic cloth simulation

Techniques for Modeling Cloth: Survey

Geometrical: fast, no physical properties, require human intervention
Physical
Energy minimisation: realistic, slow, mainly static modelling
Newtonian dynamics with elastic models: fast, dynamic modelling, too elastic
Hybrid: medium speed, static approach

Our Model

Physically based model: mass points connected with springs (stretching, shearing, bending)
Advantages
Capability of dynamic modelling
Good speed
Variety of control parameters
Disadvantage
Too elastic - improvements?

Algorithm

Compute the forces applied on each point: internal (springs), external (gravity, damping)
Resolve forces: acceleration, velocity, position
Detect collisions
Resolve responses to collisions: new velocities and positions

Overcoming super-elasticity

Original idea: to modify positions of the ends of over-elongated springs
Main drawback: applicable for local deformations only
Our approach: to modify velocities, so that over-elongation is not allowed

Cloth Body Image based Collision Detection

In our system we implemented an image-space based collision detection approach. Using this technique it is possible to find a collision only by comparing the depth value of the garment point with the according depth information of the body stored in depth maps. We went even further and decided to use the graphics hardware to generate the information needed for collision response, that is the normal  of each body point. For this we render the static model from the front and back painted with the rgb values of the corresponding normals. 

Bounding box for orthogonal rendering of the collision maps 

Reading the frame and the z buffer from the graphics hardware gives us collision detection and response information

Z-buffer for cloth-body collision detection

Normal buffer for clot-body collision response

Results
 

Last modified : Monday August 20, 2001                                                                    
Contact : Bernhard Spanlang, Tzvetomir Vassilev
UCL Virtual Environments Group