服装行业虚拟角色的开发及虚拟领域织物垂度分析

IF 1.1 4区 工程技术 Q3 MATERIALS SCIENCE, TEXTILES Autex Research Journal Pub Date : 2021-09-26 DOI:10.2478/aut-2021-0015
Monika Balach, A. Cichocka, I. Frydrych, Mark Kinsella
{"title":"服装行业虚拟角色的开发及虚拟领域织物垂度分析","authors":"Monika Balach, A. Cichocka, I. Frydrych, Mark Kinsella","doi":"10.2478/aut-2021-0015","DOIUrl":null,"url":null,"abstract":"Abstract The youth of today are much more technologically adept than previous generations. This has led to many technological innovations, and the development of these innovations has in turn altered our perception of the world. The film, gaming, and clothing industries have been forced to embrace new technology to satisfy the demand of people for a more realistic virtual experience. These industries all rely on the use of 3D avatars to create virtual depictions of the human body. In the gaming and film industry, the accuracy of the avatar is not so critical. The avatars used in computer games and CGI sections of films have soft contours, which look visually appealing, but are not necessarily accurate to the human form. By contrast, the apparel industry needs to focus on creating very accurate avatars, which represent each person's body shape for virtual fitting to achieve realistic, well-fitted garments. This article describes the methods used to build an avatar and compares the draping between the following scenarios: the real avatar with a real garment, the real avatar with a virtual garment, and finally the virtual avatar with a virtual garment. This research will help to understand how the body shape can affect the virtual fit.","PeriodicalId":49104,"journal":{"name":"Autex Research Journal","volume":null,"pages":null},"PeriodicalIF":1.1000,"publicationDate":"2021-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Developing Real Avatars for the Apparel Industry and Analysing Fabric Draping in the Virtual Domain\",\"authors\":\"Monika Balach, A. Cichocka, I. Frydrych, Mark Kinsella\",\"doi\":\"10.2478/aut-2021-0015\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract The youth of today are much more technologically adept than previous generations. This has led to many technological innovations, and the development of these innovations has in turn altered our perception of the world. The film, gaming, and clothing industries have been forced to embrace new technology to satisfy the demand of people for a more realistic virtual experience. These industries all rely on the use of 3D avatars to create virtual depictions of the human body. In the gaming and film industry, the accuracy of the avatar is not so critical. The avatars used in computer games and CGI sections of films have soft contours, which look visually appealing, but are not necessarily accurate to the human form. By contrast, the apparel industry needs to focus on creating very accurate avatars, which represent each person's body shape for virtual fitting to achieve realistic, well-fitted garments. This article describes the methods used to build an avatar and compares the draping between the following scenarios: the real avatar with a real garment, the real avatar with a virtual garment, and finally the virtual avatar with a virtual garment. This research will help to understand how the body shape can affect the virtual fit.\",\"PeriodicalId\":49104,\"journal\":{\"name\":\"Autex Research Journal\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.1000,\"publicationDate\":\"2021-09-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Autex Research Journal\",\"FirstCategoryId\":\"88\",\"ListUrlMain\":\"https://doi.org/10.2478/aut-2021-0015\",\"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}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Autex Research Journal","FirstCategoryId":"88","ListUrlMain":"https://doi.org/10.2478/aut-2021-0015","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: 1

摘要

摘要今天的年轻人比前几代人更精通技术。这导致了许多技术创新,而这些创新的发展反过来又改变了我们对世界的看法。电影、游戏和服装行业被迫接受新技术,以满足人们对更逼真虚拟体验的需求。这些行业都依赖于使用3D化身来创建人体的虚拟描绘。在游戏和电影行业,化身的准确性并不那么关键。电脑游戏和电影CGI部分中使用的化身轮廓柔和,看起来很有视觉吸引力,但不一定精确到人体形状。相比之下,服装行业需要专注于创建非常准确的化身,代表每个人的体型进行虚拟试穿,以实现逼真、合身的服装。本文描述了构建化身的方法,并比较了以下场景之间的悬垂性:真实化身与真实服装,真实化身与虚拟服装,最后虚拟化身与虚拟衣服。这项研究将有助于了解体型如何影响虚拟贴合度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Developing Real Avatars for the Apparel Industry and Analysing Fabric Draping in the Virtual Domain
Abstract The youth of today are much more technologically adept than previous generations. This has led to many technological innovations, and the development of these innovations has in turn altered our perception of the world. The film, gaming, and clothing industries have been forced to embrace new technology to satisfy the demand of people for a more realistic virtual experience. These industries all rely on the use of 3D avatars to create virtual depictions of the human body. In the gaming and film industry, the accuracy of the avatar is not so critical. The avatars used in computer games and CGI sections of films have soft contours, which look visually appealing, but are not necessarily accurate to the human form. By contrast, the apparel industry needs to focus on creating very accurate avatars, which represent each person's body shape for virtual fitting to achieve realistic, well-fitted garments. This article describes the methods used to build an avatar and compares the draping between the following scenarios: the real avatar with a real garment, the real avatar with a virtual garment, and finally the virtual avatar with a virtual garment. This research will help to understand how the body shape can affect the virtual fit.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Autex Research Journal
Autex Research Journal MATERIALS SCIENCE, TEXTILES-
CiteScore
2.80
自引率
9.10%
发文量
40
审稿时长
>12 weeks
期刊介绍: Only few journals deal with textile research at an international and global level complying with the highest standards. Autex Research Journal has the aim to play a leading role in distributing scientific and technological research results on textiles publishing original and innovative papers after peer reviewing, guaranteeing quality and excellence. Everybody dedicated to textiles and textile related materials is invited to submit papers and to contribute to a positive and appealing image of this Journal.
期刊最新文献
Development of an emotional response model for hospital gown design using structural equation modeling Preparation and properties of stainless steel filament/pure cotton woven fabric Network modeling of aesthetic effect for Chinese Yue Opera costume simulation images Study on the relationship between structure and moisturizing performance of seamless knitted fabrics of protein fibers for autumn and winter Antibacterial and yellowing performances of sports underwear fabric with polyamide/silver ion polyurethane filaments
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1