Deformable patch-based garment design in immersive virtual reality

Purpose This study aims to create and deform 3D garment apparel in an immersive virtual reality using head-mounted display and controllers. For this, adequate design methods for immersive virtual environment were explored and developed in order to confirm the suitability of the developed methods. Design/methodology/approach An immersive virtual environment was prepared using Unreal Engine (UE) version 5.1 and Meta Human Lexi to create template garment that corresponds to the sizes of a human model. Dual quaternion skinning was adopted for pose deformation. For size deformation, patches were constructed with the measurement lines defined on Lexi. This patch-based approach was adopted not only for automatic generation but also for flat pattern projection of the template garment. Findings The research found that garment-making process can be brought into immersive virtual reality. Free use of one's hands and body made apparel deformation in an immersive environment conform with the real garment draping process. Originality/value Simulating garment making in an immersive virtual reality has not previously been explored in detail. This research discovered, implemented and tested methods that best suit the environment where head-mounted display and controllers are essential in detail.

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Publication Details

Journal
International Journal of Clothing Science and Technology
Published
2024-08-30
DOI
https://doi.org/10.1108/ijcst-03-2024-0080
Primary Topic
3D Shape Modeling and Analysis
Type
article
Field-Weighted Citation Impact
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article

Deformable patch-based garment design in immersive virtual reality

Sungmin Kim, Min-Gyu Kang
International Journal of Clothing Science and Technology
3D Shape Modeling and Analysis
article

Deformable patch-based garment design in immersive virtual reality

Sungmin Kim, Min-Gyu Kang
article en

Abstract

Purpose This study aims to create and deform 3D garment apparel in an immersive virtual reality using head-mounted display and controllers. For this, adequate design methods for immersive virtual environment were explored and developed in order to confirm the suitability of the developed methods. Design/methodology/approach An immersive virtual environment was prepared using Unreal Engine (UE) version 5.1 and Meta Human Lexi to create template garment that corresponds to the sizes of a human model. Dual quaternion skinning was adopted for pose deformation. For size deformation, patches were constructed with the measurement lines defined on Lexi. This patch-based approach was adopted not only for automatic generation but also for flat pattern projection of the template garment. Findings The research found that garment-making process can be brought into immersive virtual reality. Free use of one's hands and body made apparel deformation in an immersive environment conform with the real garment draping process. Originality/value Simulating garment making in an immersive virtual reality has not previously been explored in detail. This research discovered, implemented and tested methods that best suit the environment where head-mounted display and controllers are essential in detail.

International Journal of Clothing Science and TechnologyVol. 36(6)
Seoul National University (KR)
Openalex Percentile: Top 85%
3D Shape Modeling and Analysis
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Deformable patch-based garment design in immersive virtual reality — Sungmin Kim, Min-Gyu Kang · International Journal of Clothing Science and Technology (2024) | TGRS Research Map | TGRS