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Comparison of Traditional 2D and Virtual Patterns Design in 3D

机译:传统2D与3D虚拟图案设计的比较

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This paper presents a garment pattern generation process and modelling of virtual garment design method in 3D. This work characterize our global project on virtual clothing design contains of the conception of virtual adaptive mannequin, and also of the creation and modelling of garment in 3D. According to the ideas of mass customization and e-commerce, as well the need of numerical innovations in garment industry we employ our model of virtual garment and methodology enabling to conceive the virtual clothing directly on a mannequin morphotype in 3D. This method gives us possibility to create a perfect garment and taking into account all peculiarities of human body. In 2D method we made two patterns: left and right side separately to obtain best result and to get possibility to compare two cases: when symmetric pattern is used and when we use pattern consisted of two parts specially made for each side of the body. In the present context we use the example of a basic women's shirt: bodice and sleeve. We used the method of making pattern employed in Russia compared with French method. Finally the superposition of virtual and real pattern was done in order to visualise the right results.
机译:本文介绍了3D虚拟服装设计方法的服装图案生成过程和建模。这项工作是我们关于虚拟服装设计的全球项目的特征,其中包含虚拟自适应模特的概念以及3D服装的创建和建模。根据大规模定制和电子商务的思想,以及服装业中的数字创新的需求,我们采用了虚拟服装模型和方法,可以直接在3D人体模型上构思虚拟服装。这种方法使我们有可能创造出完美的服装并考虑到人体的所有特殊性。在2D方法中,我们制作了两个图案:分别获得左侧和右侧以获得最佳效果,并获得了比较两种情况的可能性:使用对称图案时以及当我们使用针对身体每一侧专门制作的由两部分组成的图案时。在本文中,我们以基本的女式衬衫为例:紧身胸衣和袖子。与法国方法相比,我们使用了在俄罗斯采用的图案制作方法。最后,完成虚拟和真实模式的叠加以可视化正确的结果。

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