Dynamic mesh cutting method of deformable garment in immersive virtual reality

Purpose This study aims to develop a dynamic mesh cutting method for immersive virtual reality (VR) that enables interactive cutting of deformable garment meshes using head-mounted displays (HMDs) and controllers. This study addresses the lack of VR-specific tools for intuitive, real-time, and topology-consistent garment mesh cutting. Design/methodology/approach The proposed system was implemented using Unreal Engine 5 and Meta Quest 2. The method defines cut-points through controller-based ray–mesh intersection and adjusts them according to their topological relationship with the garment mesh. A two-stage cut-point adjustment strategy, projection-based intersection analysis, and doubly connected edge list (DCEL)-based topology processing are used to support localized real-time cutting. The resulting 3D mesh updates are also propagated to the corresponding 2D pattern representation. Findings The mesh cutting cases were classified into six major types and sixteen sub-types according to the topological relationship between cut-points and mesh elements. The results demonstrate that cut-point topology classification, cut-point topology geometric adjustment, and DCEL-based local mesh reconstruction can generate stable real-time cutting results in immersive VR while reducing ambiguous cut-lines, irregular local faces, and unintended cutting of non-target regions. Originality/value Unlike conventional desktop-based mesh cutting tools or general-purpose surface editing methods, this study proposes a topology-aware and pattern-aware cutting framework for deformable garment meshes in immersive VR. By connecting controller-based 3D garment cutting with 2D pattern structures, the method provides a foundation for virtual prototyping, immersive apparel education, and future digital garment construction workflows.

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Publication Details

Journal
International Journal of Clothing Science and Technology
Published
2026-10-28
DOI
https://doi.org/10.1108/ijcst-06-2025-0101
Primary Topic
3D Shape Modeling and Analysis
Type
article
Field-Weighted Citation Impact
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article

Dynamic mesh cutting method of deformable garment in immersive virtual reality

Minjoo Kang, Sungmin Kim
2 links
International Journal of Clothing Science and Technology
3D Shape Modeling and Analysis
article

Dynamic mesh cutting method of deformable garment in immersive virtual reality

Minjoo Kang, Sungmin Kim
article en

Abstract

Purpose This study aims to develop a dynamic mesh cutting method for immersive virtual reality (VR) that enables interactive cutting of deformable garment meshes using head-mounted displays (HMDs) and controllers. This study addresses the lack of VR-specific tools for intuitive, real-time, and topology-consistent garment mesh cutting. Design/methodology/approach The proposed system was implemented using Unreal Engine 5 and Meta Quest 2. The method defines cut-points through controller-based ray–mesh intersection and adjusts them according to their topological relationship with the garment mesh. A two-stage cut-point adjustment strategy, projection-based intersection analysis, and doubly connected edge list (DCEL)-based topology processing are used to support localized real-time cutting. The resulting 3D mesh updates are also propagated to the corresponding 2D pattern representation. Findings The mesh cutting cases were classified into six major types and sixteen sub-types according to the topological relationship between cut-points and mesh elements. The results demonstrate that cut-point topology classification, cut-point topology geometric adjustment, and DCEL-based local mesh reconstruction can generate stable real-time cutting results in immersive VR while reducing ambiguous cut-lines, irregular local faces, and unintended cutting of non-target regions. Originality/value Unlike conventional desktop-based mesh cutting tools or general-purpose surface editing methods, this study proposes a topology-aware and pattern-aware cutting framework for deformable garment meshes in immersive VR. By connecting controller-based 3D garment cutting with 2D pattern structures, the method provides a foundation for virtual prototyping, immersive apparel education, and future digital garment construction workflows.

International Journal of Clothing Science and Technology
Seoul National University (KR), Jeju National University (KR)
Openalex Percentile: Top 19%
3D Shape Modeling and Analysis
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