2012
DOI: 10.1145/2185520.2185531
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Drape

Abstract: Figure 1: DRAPE is a learned model of clothing that allows 3D human bodies of any shape to be dressed in any pose. Realistic clothing shape variation is obtained without physical simulation and dressing any body is completely automatic at run time. AbstractWe describe a complete system for animating realistic clothing on synthetic bodies of any shape and pose without manual intervention. The key component of the method is a model of clothing called DRAPE (DRessing Any PErson) that is learned from a physics-bas… Show more

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Cited by 257 publications
(34 citation statements)
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“…Another line of work, which tries to retain simulation accuracy, is to handle efficiently both internal forces and collision constraints during time integration. One example is a fast GPU-based Gauss-Seidel solver of constrained dynamics [FTP16]. Another example is the efficient handling of nonlinearities and dynamically changing constraints as a superset of projective dynamics [OBLN17].…”
Section: Related Workmentioning
confidence: 99%
“…Another line of work, which tries to retain simulation accuracy, is to handle efficiently both internal forces and collision constraints during time integration. One example is a fast GPU-based Gauss-Seidel solver of constrained dynamics [FTP16]. Another example is the efficient handling of nonlinearities and dynamically changing constraints as a superset of projective dynamics [OBLN17].…”
Section: Related Workmentioning
confidence: 99%
“…The results suggest that it may be important for many virtual reality applications that aim to convey and transfer spatial information from the virtual world to the real world to provide a personalized avatar in terms of size. Avatars are used in various applications and research fields such as health care (Stevens et al, 2006;Combs et al, 2015), education (Hayes et al, 2013), tele-communication (Slater and Steed, 2002;Garau et al, 2003;Bailenson et al, 2006;Biocca, 2014), immersive games (Christou and Michael, 2014), virtual clothes try on and animation of realistic clothing (Magnenat-Thalmann et al, 2011;Guan et al, 2012;Pons-Moll et al, 2017), design processes (Sherman and Craig, 2002), and ergonomics (Badler, 1997;Honglun et al, 2007).…”
Section: Introductionmentioning
confidence: 99%
“…The present study introduced a novel method to analyze the fit through a virtual fit simulation with 3D body scan images to find an optimal design of a product for better fit and comfort to users. Different from the previous studies on virtual fit analysis for design customization [15,[21][22][23][24][25][26][27][28], this study has achieved a design optimization based on a quantitative measure such as horizontal distances between the mask boundary and the face surfaces. A placement strategy of the mask to a particular location of the face based on the information of the wearing positions of the mask over the face was introduced.…”
Section: Discussionmentioning
confidence: 99%
“…A virtual fit analysis method that simulates the fit of a product design using the 3D face images of users and the CAD of the product still lacks its applicability to developing an ergonomic design of mask which is optimized for a large number of users. Virtual fit analysis methods have been introduced in designing wearable products such as clothing [22][23][24][25], helmet [26,27], and mask [15,21,28]. The previous studies focus on the analysis of fit between a product and the human body under a particular placement condition (e.g., the placement of a product to a predefined location of the human body) or the development of a custom design for a particular user.…”
Section: Introductionmentioning
confidence: 99%