Is this Real? - Avatar Generation for 3D Garment Simulation

Authors

  • Anke Klepser Hohenstein Laboratories GmbH & Co. KG
  • Christian Aloysius Pirch
  • Flora Zangue
  • Christine Loercher
  • Ailing Chen
  • Simone Morlock

Abstract

In the last decade, the technological development of 3D garment simulation software has accelerated and garment simulation is widely discussed in industry and research. The advantages are significant, fewer physically sewn prototypes are needed. This saves time and money. It allows faster, better communication, which leads to quicker decisions within the development process. Fit models can be made available in all sizes and simulation across the whole size range is possible. Yet, the quality of the garment fit evaluation depends on accurately sized avatars and realistic fabric drape combined with a deep understanding of the simulation processes of the systems as well as clothing technology know-how. But software’s default avatars show limitations. For example, moving limbs show unrealistic “water hose effects†of joints where the tube-like arm or leg is simply folded. This study’s aim was to compare software-provided avatars three-dimensionally with 4D scans of real test persons. In addition, a new process for avatar generation was developed outside of the 3D garment simulation software. The results are parametric and rigged avatars to be utilized across the programs.

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Published

2021-05-20