Modeling and animation of cloth has experienced important developments in recent years. Exiting method 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 (tailoring, dressing, simulating). Drawing flat panels, specify seams which Presupposes a strong knowledge. Even in the fashion industry, pattern making is a distinct job and is not typically handled by the designers themselves
This is a method for reconstructing the 3D geometry and placement of garments from a 2D sketch. The user sketches the garment directly on the 3D virtual actor body model. Then this method outputs a full 3D geometry for the garment, using the distance from the 2D garment silhouette to the character body model to infer the variations of the distance between the garment and the character in 3D. This approach combines tailoring, dressing, and physical plausibility into a single step to create a mesh that is both visually pleasing and suitable for later complex simulation or skinning approaches
Sketch-Based Interface is a more intuitive way to design virtual clothing. Starting with a 2D sketching system in which the user draws the contours and seam-lines of the garment directly on a virtual mannequin. The system then converts the sketch into an initial 3D surface using an existing method based on a precompiled 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 this 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 this 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.
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