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1.
Traditional CAD (Computer-Aided Design) methods in garment pattern design (GPD) fail to utilize the knowledge of experts for inexperienced designers. Moreover, the interactive and co-evolutionary features are not supported. We propose an interactive co-evolutionary CAD system for GPD (ICE-GCAD). The functionality model, modular architecture and data flow of the system are proposed. Then, the interactive co-evolutionary system whose core module is an immune-inspired co-evolutionary algorithm is studied. Finally, the flow of co-design in the system is proposed. As a case demonstration, we study a design sample of a leisure shirt. The experimental studies show that our approach has promising performance and appealing effects. We believe ICE-GCAD is applicable to support the collaboration among garment designers and experts.  相似文献   

2.
This paper presents a new approach for intuitively modeling a three-dimensional (3D) garment around a 3D human model by two-dimensional (2D) sketches input. Our approach is feature based—every human model has pre-defined features, and the constructed garments are related to the features on human models. Firstly, a feature template for creating a customized 3D garment is defined according to the features on a human model; secondly, the profiles of the 3D garment are specified through 2D sketches; finally, a smooth mesh surface interpolating the specified profiles is constructed by a modified variational subdivision scheme. The resulting mesh surface can be cut and flattened into 2D patterns to be manufactured. Our approach provides a 3D design tool to create garment patterns directly in the 3D space through 2D strokes, which is a characteristic not available in other computer aided garment design systems. The constructed garment patterns are related to the features on a human model, so the patterns can be regenerated automatically when creating the same style of garment for other human models. Our technique can greatly improve the efficiency and the quality of pattern making in the garment industry.  相似文献   

3.
Interactive design using higher order PDEs   总被引:1,自引:0,他引:1  
This paper extends the PDE method of surface generation. The governing partial differential equation is generalised to sixth order to increase its flexibility. The PDE is solved analytically, even in the case of general boundary conditions, making the method fast. The boundary conditions, which control the surface shape, are specified interactively, allowing intuitive manipulation of generic shapes. A compact user interface is presented which makes use of direct manipulation and other techniques for 3D interaction.  相似文献   

4.
Modeling of realistic garments is essential for creating believable virtual environments. Sketch-based modeling of garments presents an appealing, easy to use alternative to the established modeling approaches which are time consuming and require significant tailoring expertise. Unfortunately, the results created using existing sketch-based methods lack realism. Driven by human perception of garment sketches, we propose a context-aware garment sketch interpretation based on a set of observations about key factors that affect the shape of garments. Based on this analysis we develop a geometric method for sketch-based modeling of garments which obtains more realistic results than previous techniques. We demonstrate the effectiveness of our method on a variety of inputs and validate our approach via a user study where viewers were asked to compare the believability of our outputs versus previous ones.  相似文献   

5.
This paper presents interactive techniques to design 3D garments conveniently and precisely with constrained contour curves and style curves. Contour curves, including silhouette curves and cross section curves, are used for garment surface modeling. Style curves, including seam lines, dart lines, notch lines and grain lines, are introduced for designing patterns on the triangular garment surfaces. Contour curves are extracted automatically from the boundaries of garment sub-meshes. The definitions and resolving rules of various constraints are introduced for editing the contour curves conveniently. Style curves are generated by projecting control points onto 3D garment triangular surfaces. In order to draw the style curves validly, some constraints are also introduced according to the craft requirements of pattern design. Furthermore, the effects of style curves in pattern flattening are analyzed, which can guide the designer to draw style curves more reasonably and enhance the pattern design quality. Finally, some examples are given to show that our methods can make the 3D garment design more flexible and friendly, and style curves can be applied into design patterns on 3D triangular surface for shoes, toys and so on.  相似文献   

6.
The design of car shapes requires a delicate balance between aesthetic and performance. While fluid simulation provides the means to evaluate the aerodynamic performance of a given shape, its computational cost hinders its usage during the early explorative phases of design, when aesthetic is decided upon. We present an interactive system to assist designers in creating aerodynamic car profiles. Our system relies on a neural surrogate model to predict fluid flow around car shapes, providing fluid visualization and shape optimization feedback to designers as soon as they sketch a car profile. Compared to prior work that focused on time-averaged fluid flows, we describe how to train our model on instantaneous, synchronized observations extracted from multiple pre-computed simulations, such that we can visualize and optimize for dynamic flow features, such as vortices. Furthermore, we architectured our model to support gradient-based shape optimization within a learned latent space of car profiles. In addition to regularizing the optimization process, this latent space and an associated encoder-decoder allows us to input and output car profiles in a bitmap form, without any explicit parameterization of the car boundary. Finally, we designed our model to support pointwise queries of fluid properties around car shapes, allowing us to adapt computational cost to application needs. As an illustration, we only query our model along streamlines for flow visualization, we query it in the vicinity of the car for drag optimization, and we query it behind the car for vortex attenuation.  相似文献   

7.
在激烈的市场竞争中,无论是国际还是国内的企业,都把提高广告设计水平作为提升竞争力的一种手段,广告设计创新显得越来越迫切。本文试图从互动角度来探讨广告设计创意,目的有两个:一个是拓宽广告设计理论的研究空间,预测互动创意作为一种广告设计创新途径的未来发展和可能;第二个目的是为广告设计实践总结和归纳新的思考和创作方法,以拓宽设计实践者的创意思维空间,丰富表现语言。本文通过研究国内外最新的广告设计成功案例,探讨了广告设计之互动创意的途径和方法,期望能对相关设计领域的研究和实践提供参考价值。  相似文献   

8.
Visual Basic程序设计是一门逻辑性较强、概念较多、结构相对复杂的课程,对于大学本科非计算机专业的学生来说还是比较难学的。开发了一种立体化教学模式下VB程序设计课程互动教学平台,平台以培养学生全面综合掌握VB知识为目标,丰富了课程内容的相关视频、教学课件、课后习题、程序示例代码和课程实践成果。  相似文献   

9.
Real-time physics simulation has been extensively used in computer games, but its potential has yet to be fully realized in design and education. We present an interactive 3D physics engine with a wide variety of applications.In common with traditional FEM, the use of a local element stiffness matrix is retained. However, unlike typical non-linear FEM routines elements forces, moments and inertia are appropriately lumped at nodes following the dynamic relaxation method. A semi-implicit time integration scheme updates linear and angular momentum, and subsequently the local coordinate frames of the nodes. A co-rotational approach is used to compute the resultant field of displacements in global coordinates including the effect of large deformations. The results obtained compare well against established commercial software.We demonstrate that the method presented allows the making of interactive structural models that can be used in teaching to develop an intuitive understanding of structural behaviour. We also show that the same interactive physics framework allows real-time optimization that can be used for geometric and structural design applications.  相似文献   

10.
The research presented in this paper is to develop a technique of virtual human modeling for the garment industry from two photographs of a human body in two orthogonal views. Firstly, an efficient segmentation method is applied on the two photographs to obtain the contours of the human body. After this, a template-based feature extraction algorithm is introduced to determine the feature points on the human contours by human morphology rules. Finally, a view-dependent deformation technique is described to construct the virtual human body by using human contours. Our segmentation algorithm is derived from the Mumford-Shah segmentation technology and the level set formulation, and it is accelerated by applying multi-pyramid levels. The deformation technique is related to axial deformation. With our deformation method, the reference silhouettes (the front-view and right-view silhouettes of the template human model) and the target silhouettes (the front-view and right-view silhouettes of the human body from the photographs) are used to deform the template human model, which is represented by a polygonal mesh with predefined features. The self-intersection problem in the axial deformation is solved in our deformation approach. Compared with other virtual human modeling approaches, the speed of constructing the human model is increased; and our deformation technique has better continuity and local deformation properties. At the end of the paper, some potential applications for the garment industry are given to demonstrate the functionality of virtual human models constructed by our approach.  相似文献   

11.
This paper presents an ergonomic garment design for elderly Turkish men. The purpose of this study was to determine elderly men's demands, needs and problems in regard to clothing and to design an ergonomic garment in the light of this knowledge. The sample consisted of 120 elderly men living in Ankara, the capital city of Turkey, and its province. A questionnaire was prepared and given to these people in order to determine their clothing demands and needs. It was established that most of our subjects need functional garments. An ergonomic garment has been designed using the obtained data. It was found that the design of clothing for the elderly requires attention to bodily changes from aging in order to facilitate and raise the quality of life. Specific suggestions are made to elderly people and to the ready-to-wear sector.  相似文献   

12.
基于交互式遗传算法的个性化建筑物外观设计   总被引:1,自引:0,他引:1  
蚁平  曹先彬 《计算机仿真》2006,23(5):156-159,180
交互式遗传算法通过交互式的手段以用户对个体的评估来替代传统遗传算法的适应度函数设计,在艺术创作、设计等偏向于人类主观感受的领域具有很高的应用价值和广泛的现实意义。该文提出并设计了一个面向建筑物外观设计的基于交互式遗传算法的建筑设计计算机辅助系统,通过交互式手段以用户对个体评估来替代传统GA对适应度函数值进行自动计算,将两个专业领域知识的结合和互补,为建筑设计人员能够更快、更好地满足客户提出的个性化要求提供帮助。该系统从应用层次验证了算法的可行性和实用性。  相似文献   

13.
From early virtual garment simulation to interactive fashion design   总被引:1,自引:0,他引:1  
Virtual garment design and simulation involves a combination of a large range of techniques, involving mechanical simulation, collision detection, and user interface techniques for creating garments. Here, we perform an extensive review of the evolution of these techniques made in the last decade to bring virtual garments to the reach of computer applications not only aimed at graphics, but also at CAD techniques for the garment industry.As a result of the advances in the developments of virtual garment simulation technologies, we then detail a framework which fits the needs of the garment industry of virtual garment design and prototyping, concentrating on interactive design, simulation and visualization features. The framework integrates innovative tools aimed towards efficiency and quality in the process of garment design and prototyping, taking advantage of state-of-the-art algorithms from the field of mechanical simulation, animation and rendering.  相似文献   

14.
Abstract— The current state of the art of interactive displays, the main principles of their operation, and their functional characteristics are reviewed. Special attention is given to interactive displays with contactless control; in particular, to photo‐sensitive displays. A number of photo‐sensitive display cell designs are considered, as well as the problems related to the production of such cells. The results of the authors' research in this field are presented.  相似文献   

15.
To understand the nature of garments as worn, it is essential to model and animate the formation process of garment wrinkles. Because the number of components making up a garment is extremely high, simulating its behavior under dynamic constraints requires a very large amount of computation, and the result is difficult to analyze and understand. We show that exploiting geometric features of wrinkles can greatly increase the understandability of the computed result, while not much increasing the amount of computation needed. We present the modeling primitives of garment wrinkles, which can suitably represent geometric features of wrinkles under the dynamic constraints. Extracting geometric features based on singularity theory enables us to model the qualitative shape change of wrinkles. The formation process of wrinkles is animated by using these primitives.  相似文献   

16.
P. J. Brown 《Software》1986,16(3):291-299
Documents are increasingly often read from computer screens rather than from paper. This paper describes a tool, called GUIDE, which allows readers of computer-based documents to peruse these documents at any desired level of detail. GUIDE covers any kind of textual document, and is designed for environments where both author and readers are lay users.  相似文献   

17.
Garment pattern-making is one of the most important parts in fashion design and production. However, the traditional pattern-making is an experience based work and very time-consuming. In this paper, we proposed a parametric design method of garment pattern based on body dimensions. Based on this method, we constructed a jeans' pattern recommendation system. The input items of the proposed system are three geometric constraint parameters (jean silhouette type, length and waist height) and three-dimensional constraint parameters (human body stature, waist girth and hip girth); the output of the proposed system are jeans' patterns. Also, four adjustable parameters (jeans' length, waist height, knee and leg opening) are designed to adjust patterns generated by the proposed system. If the jeans' pattern is not satisfying after virtual or real try-on, the adjustable input parameters of the proposed system can be applied for adjustment until the patterns are acceptable. Our proposed system can combine traditional pattern-making methods to generate jeans’ patterns automatically and rapidly, hence improving pattern-making efficiency significantly.  相似文献   

18.
该文着重论述了在微型机上运用高级语言与Auto CAD系统开发交互式图形程序库的设计思想和方法,并对Auto CAD与高级语言程序的连接,数据交换等重要枝术问题的软处理方法,作了详尽介绍。可广泛地使用于桥棵.土建.岩土机械等多种领域的计算机辅助设计中。  相似文献   

19.
Due to the increasing competition in global markets, many European garment manufacturers have had to undergo significant restructuring and were forced to create leaner value-adding processes. As a result, the majority of the manufacturing operations have been outsourced to low labor cost countries. At the same time, production logistics as well as information and communication technologies have gained importance, in order to keep job functions requiring higher qualifications within Europe. Another challenge concerns the introduction of customized products into the production processes which previously had been designed for manufacturing of large volumes. Prior to implementing such changes, the consequences with respect to production logistics as well as the financial impacts should be examined. The case study presented in this paper uses a simulation tool for these purposes. Different scenarios developed for a garment company were analyzed. Based on the results, recommendations for the further development of the regarded company were deduced.  相似文献   

20.
In architectural design, surface shapes are commonly subject to geometric constraints imposed by material, fabrication or assembly. Rationalization algorithms can convert a freeform design into a form feasible for production, but often require design modifications that might not comply with the design intent. In addition, they only offer limited support for exploring alternative feasible shapes, due to the high complexity of the optimization algorithm.We address these shortcomings and present a computational framework for interactive shape exploration of discrete geometric structures in the context of freeform architectural design. Our method is formulated as a mesh optimization subject to shape constraints. Our formulation can enforce soft constraints and hard constraints at the same time, and handles equality constraints and inequality constraints in a unified way. We propose a novel numerical solver that splits the optimization into a sequence of simple subproblems that can be solved efficiently and accurately.Based on this algorithm, we develop a system that allows the user to explore designs satisfying geometric constraints. Our system offers full control over the exploration process, by providing direct access to the specification of the design space. At the same time, the complexity of the underlying optimization is hidden from the user, who communicates with the system through intuitive interfaces.  相似文献   

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