{"title":"Deformable patch-based garment design in immersive virtual reality","authors":"Minjoo Kang, Sungmin Kim","doi":"10.1108/ijcst-03-2024-0080","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>This study aims to create and deform 3D garment apparel in an immersive virtual reality using head-mounted display and controllers. For this, adequate design methods for immersive virtual environment were explored and developed in order to confirm the suitability of the developed methods.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>An immersive virtual environment was prepared using Unreal Engine (UE) version 5.1 and Meta Human Lexi to create template garment that corresponds to the sizes of a human model. Dual quaternion skinning was adopted for pose deformation. For size deformation, patches were constructed with the measurement lines defined on Lexi. This patch-based approach was adopted not only for automatic generation but also for flat pattern projection of the template garment.</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>The research found that garment-making process can be brought into immersive virtual reality. Free use of one's hands and body made apparel deformation in an immersive environment conform with the real garment draping process.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>Simulating garment making in an immersive virtual reality has not previously been explored in detail. This research discovered, implemented and tested methods that best suit the environment where head-mounted display and controllers are essential in detail.</p><!--/ Abstract__block -->","PeriodicalId":50330,"journal":{"name":"International Journal of Clothing Science and Technology","volume":"8 1","pages":""},"PeriodicalIF":1.0000,"publicationDate":"2024-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Clothing Science and Technology","FirstCategoryId":"88","ListUrlMain":"https://doi.org/10.1108/ijcst-03-2024-0080","RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"MATERIALS SCIENCE, TEXTILES","Score":null,"Total":0}
引用次数: 0
Abstract
Purpose
This study aims to create and deform 3D garment apparel in an immersive virtual reality using head-mounted display and controllers. For this, adequate design methods for immersive virtual environment were explored and developed in order to confirm the suitability of the developed methods.
Design/methodology/approach
An immersive virtual environment was prepared using Unreal Engine (UE) version 5.1 and Meta Human Lexi to create template garment that corresponds to the sizes of a human model. Dual quaternion skinning was adopted for pose deformation. For size deformation, patches were constructed with the measurement lines defined on Lexi. This patch-based approach was adopted not only for automatic generation but also for flat pattern projection of the template garment.
Findings
The research found that garment-making process can be brought into immersive virtual reality. Free use of one's hands and body made apparel deformation in an immersive environment conform with the real garment draping process.
Originality/value
Simulating garment making in an immersive virtual reality has not previously been explored in detail. This research discovered, implemented and tested methods that best suit the environment where head-mounted display and controllers are essential in detail.
目的本研究旨在使用头戴式显示器和控制器在沉浸式虚拟现实中创建和变形三维服装。设计/方法/途径使用虚幻引擎(UE)5.1 版和 Meta Human Lexi 准备了一个沉浸式虚拟环境,以创建与人体模型尺寸相对应的服装模板。姿势变形采用了双四元数蒙皮技术。对于尺寸变形,则使用 Lexi 上定义的测量线构建补丁。这种基于补丁的方法不仅可用于自动生成,还可用于模板服装的平面图案投影。研究发现,服装制作过程可以带入身临其境的虚拟现实中,自由使用双手和身体使服装在身临其境的环境中变形,从而与真实的服装悬垂过程保持一致。这项研究发现、实施并测试了最适合头戴式显示器和控制器必不可少的详细环境的方法。
期刊介绍:
Addresses all aspects of the science and technology of clothing-objective measurement techniques, control of fibre and fabric, CAD systems, product testing, sewing, weaving and knitting, inspection systems, drape and finishing, etc. Academic and industrial research findings are published after a stringent review has taken place.