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Clothing computer aided design
Cross parameterization
Mesh editing/deformation
Pattern alteration
proposed to speed up the clothing design process. A series of new techniques from cross parameterization,
geometrical and physical integrated deformation, to novel editing methods are proposed. First, a cross
parameterization technique is employed to map clothing pattern pieces on a model surface. The pattern
can be precisely positioned to form the initial shapewith low distortion. Next, a new deformationmethod
called hybrid pop-up is proposed to approximate the virtual try-on shape. This method is an integration
of geometrical reconstruction and physical based simulation. In addition, user interactive operations
are introduced for style editing and pattern alteration in both 2D and 3D manners. The standard rules
regulating pattern editing in the fashion industry can be incorporated in the system, so that the resulting
clothing patterns are suitable for everyday production.
© 2012 Elsevier Ltd. All rights reserved.
1. Introduction
The research in clothing computer aided design (CAD) has
flourished since the pioneer work of the MIRALab led by
Prof. Magnenat-Thalmann in the late 80s. In the past two decades,
computer graphics community has made significant contributions
to this area, covering all aspects of clothing design, from design au-
tomation, interactive editing, virtual try-on, pattern generation to
custom-design clothing.
1.1. Related work of clothing CAD
The first research problem that needs to be solved for any
clothing CAD systems is to accurately display a design. Most
researchers follow two main approaches to visualize garment
models. One approach represents garments as 2D patterns, which
are placed around a human model and then assembled virtually
to form 3D garments. This can be named as a 2D-to-3D approach.
Fuhrmann [1] used developable surfaces, like cylinders or cones,
to position clothing patterns around the virtual human, and then
applied the physically based approach for an automated drape
simulation. McCartney et al. [2] represented a garment as a
collection of panels offset from the body surface, and constructed
∗ Corresponding author. Tel.: +852 27664442; fax: +852 27731432.
E-mail address: Tracy.Mok@inet.polyu.edu.hk (P.Y. Mok).
the garment around a static human model. Volino et al. [3]
provided an interactive design environment to edit patterns in
2D and immediately visualized the garment draping results in
3D. Meng et al. [4] used physical-based real-time simulation to
visualize design effects by virtually sewing up complex garment
patterns on human models. An online made-to-measure system
was presented by Cordier et al. [5], allowing shoppers to virtually
try on garments on the web.
Another approach uses parameterized surfaces and curves to
model garments in 3D space directly. Kim et al. [6,7] drew grids
on the mannequin and then scanned this information to construct
a 3D garment surface. Liu et al. [8] adopted Bezier’s parametric
surface to represent a 3D garment surface. Wang et al. [9]
proposed a 3D garment design system involving the participation
of customers for mass personalization, and they employed style
surface and curves to represent garments. Other researchers used
approximate surface and offset surface techniques, for example,
Turquin et al. [10] and Decaudin et al. [11] sketched garment
contours directly onto 3D human models and then generated 3D
garments using a predefined distance field around the human
model. Wang et al. [12] suggested a system to construct garments
around a human model directly in 3D space by stroke input. Luo
and Yuen [13] represented patterns as loop of curves, so that
the pattern sizes would change in accordance with the size of
the human models used. Such a predefined relationship between
clothing and body embeds the ‘fit’ in garment modelling. All of
Computer-Aided Desig
Contents lists available a
Computer-A
journal homepage: www
Computer aided clothing pattern design
Yuwei Meng a,b, P.Y. Mok b,∗, Xiaogang Jin a
a State Key Lab of CAD&CG, Zhejiang University, Hangzhou, China
b Institute of Textile & Clothing, The Hong Kong Polytechnic University, Hong Kong
a r t i c l e i n f o
Article history:
Received 25 July 2011
Accepted 15 March 2012
Keywords:
a b s t r a c t
The traditional apparel prod
involves trial-and-error. In
repeated cycles of sample pr
itself is time-consuming, co
a novel computer aided des
0010-4485/$ – see front matter© 2012 Elsevier Ltd. All rights reserved.
doi:10.1016/j.cad.2012.03.006
n 44 (2012) 721–734
t SciVerse ScienceDirect
ided Design
.elsevier.com/locate/cad
ith 3D editing and pattern alteration
uct development process is a typical iterative ‘optimization’ process that
order to confirm the design and achieve a satisfactory fit, a number of
paration, trial fitting and pattern alteration must be conducted. The process
tly, and dependent on the designer’s skills and experience. In this paper,
gn (CAD) solution for virtual try-on, fitting evaluation and style editing is
e
722 Y. Meng et al. / Computer-Aid
these are pure geometrical methods. In other words, the designs
are freeform designs.
Apart from visualizing a clothing design on the computer, it
is also important to allow designers to edit the design and check
the clothing fit. In 2D-to-3D based clothing CAD applications,
design editing and alterations are carried out on 2D patterns
and then followed by a drape simulation to examine the results.
In applications that follow the second approach of modelling
garments directly in 3D space, the design editing can be done by
deforming the 3D garments. However, a process must be provided
to project the 3D design into 2D space, so as to obtain the pattern
pieces.
The typical approach is by flattening the designed 3D surfaces
to 2D planes. Azariadis and Aspragathos [14] proposed two
optimization methods for flattening 3D surfaces: One without
taking into consideration of the geodesic curvature constraints
of the surface isoparametric curves, and the other method uses
the constraints to control the local accuracy of the derived planar
patterns. Kim and Kang [15] proposed a projection algorithm to
flatten surface models by strain minimization and introducing
darts automatically. The pattern flatteningmethods employed play
a crucial part in 3D garment design, since they determine the
quality of the final manufactured garments. It is important to note
that flattening a freeform design has to involve some kinds of
deformation. In addition, alterations in design very often start from
editing the human models, because the ‘fit’ – gap between the
clothing model and the human model – is predefined in the 3D
garment modelling. If a design is changed, it needs to do the 3D
garment modelling anew.
In summary, the 3D-to-2D approach suffers from thedrawbacks
of either limited style variation or impractical shape of the
flattened patterns for apparel manufacturing applications. In 2D-
to-3D approach, physical based systems are often used to simulate
realistic clothing drape and even catwalk animation. However,
the computational intensive nature of physical-based simulation
forces researchers to trade accuracy for speed by using simplified
models in the simulations. The simulated results may be good
for virtual characters or film animation, but it cannot reach the
required accuracy in clothing production.
1.2. Traditional fitting process for pattern optimization
The traditional clothing product development is an iterative
effort for fit and design optimization, involving stages like design,
sample preparation, fit evaluation, and pattern alterations. In the
industry, clothing patterns are often constructed in 2D by pattern
experts through manipulating a set of basic blocks, or altering
from the patterns of similar style. A sample garment is then
prepared and put on a mannequin or a live model to evaluate
the fit achieved. In the fitting process, pattern experts visually
examine the sample by looking at where wrinkles are created, so
as to estimate the spatial relationship between the sample and the
body, namely the clothing gap. Necessary corrections are marked
with pens and pins on the sample, and the 2D patterns are altered
accordingly. Another sample garment would then be made. The
process is repeated for a number of cycles until a satisfactory fit
is achieved (see [16] for detailed guideline on trial fitting process).
It is important to note that although the clothing gap is critical for
fit evaluation, the traditional sample fitting process is not able to
visualize the gap in any form.
With reference to fit evaluation, both geometrical and physical
based CAD approaches have limitations. In geometrical based CAD
systems, the clothing eases for every design/style are predefined;
but this concept is obviously very different from the traditional
practice of the industry described above, where 2D patterns are
altered to fit the customer’s body shape. The concept of predefined
d Design 44 (2012) 721–734
easemaybepossible only for staple itemswhere style change is not
frequent, like shirts or trousers. However, for fashionable items, the
predefined ease concept is not practical because apparel products
have diverse fit designs and people also have varied preferences
on fit [17]. In physical-based systems, drape simulation could not
provide accurate clothing gap for fit evaluation, but can simulate
the clothing stretch and strain. These simulated stretch and strain
could only give designers limited insight on the fit achieved or
the ways for fit improvement. In addition, all clothing design and
alterations are done on 2D patterns in physical-based CAD system,
thus another simulation must be launched to examine the effect
of any alterations made. All in all, true computer-aided ‘design’ is
still absent, because synchronized 2D and 3Ddesign editing are not
possible during the fit evaluation.
In this paper, a method is proposed to establish the spatial
relationship among 2D patterns, 3D garment and the human
model. The main advantage of such association is that any pattern
alterations, either in 2Dor 3D, can be reflected on thehumanmodel
for fit improvement and style editing.
1.3. Research concept and system overview
In this paper, a novel three-phase framework is proposed to
enable virtual try-on simulation and fit evaluation. In contrast to
the typical approach of 2D-to-3D CAD systems, where 2D pat-
terns pieces are pulled towards the human model for virtual
sewing simulation, the proposed method adopts a rather differ-
ent approach. In the proposed method, 2D pattern pieces are
first precisely mapped onto the human model surface by a cross-
parameterization process. Next, a hybrid position update method
integrating both geometrical reconstruction and physical simula-
tion is developed. By this method, the garment pops up from the
body surface, based on a few defined contact points, to restore its
original size. After the pop-up process, a gap is formed between the
clothing and the body that approximates the clothing gap in pat-
tern design, which is fundamentally important for fit evaluation.
Since a relationship between the clothing and the body has been
defined, pattern editing for fit improvement or design amendment
could later be facilitated. Finally, a systematic multi-view editing
tool is suggested for synchronized 2D and 3D style editing and pat-
tern alteration. A brief outline of the proposed three-phasemethod
is given in Fig. 1. Each phase of the method will be discussed in
separated Sections 2–4. Phase three of style editing and pattern al-
terations is a large topic in clothing development, involving many
steps and operations. In view of the substantial contents involved,
Section 4 only briefly explains the underlying concept, and a more
detailed discussion of the topic is given in [18]. Section 5 provides
experimental results.
The main contributions of this paper are summarized as
follows:
• A new mesh-to-mesh cross parameterization method is sug-
gested for positioning the pattern pieces onto the humanmodel
that precisely preserves the pattern shapes of the final gar-
ments. The virtual try-on is achieved automatically.
• A novel hybrid method combining physical-based simulation
and geometrical reconstruction is proposed to deform the
garment from initial form to the ‘desired’ shape, i.e., to
resume its original size. The hybrid schema enables the local
coordinate technique to be used not only for single closedmesh
deformation, but also for openmesh surface reconstruction.
• A unique pattern alteration method is proposed for garment
editing in both 2D and 3D manners, and such idea has never
been reported in the literature before. The method uses fashion
design rules to control the style editing and pattern alteration,
making it suitable for practical implementation of fashion
product development.
e
technique was first proposed by Maillot et al. [19], who obtained
the planar development of a 3D surface by solving a global opti-
mization problem. Sheffer and Hart [20] described a faster tech-
nique to lower the visual distortions. Haker et al. [21] suggested a
spherical texture domain for seamless mapping of closed surfaces.
Sander et al. [22] and Levy et al. [23] subdivided the surface into
multiple small patches and texturemapped the patches separately.
In summary, interactive texture mapping methods strive to mini-
mize the distortion in the mapping process according to different
distortion metrics.
To establish spatial relationship between clothing pattern and
human model, a new surface parameterization technique is re-
quired because clothing patterns of different designs vary largely
in geometrical shapes, for instance, darts and inside darts may be
involved. In this paper, a duplex mapping scheme is proposed,
involving the following three steps: (1) Feature definition: spec-
ify the corresponding feature points on both the human mesh
model and the pattern mesh; (2) Mesh segmentation and region
mapping: triangulate 2D patterns based on defined feature points
to obtain ancillary patterns, and segment the human body mesh
accordingly to match with the ancillary patterns; and (3) Cross-
parameterization: embed each patch on the body mesh surface to
points on both the clothing patterns and the human model. Figs. 2
and 3 show the human model feature points FH and the clothing
pattern feature points FP , respectively. The definition of body
feature points is available in most pattern-making literature [24]
or body measurement standards [25]. Huang [17] described detail
methods to define feature points on a mesh model automatically.
In every pattern piece, the corner points, also called grade points,
are important features. If any of the grade points do not correspond
to the predefined body features FH (for example, pink circle points
in Fig. 3), the system calculates their relative positions on the
model surface based on known feature points (black square points)
by proportion. The system defines the relative position of a pink
circle point on the shortest path between two known feature
points, FH . The shortest path calculation will be explained in later
Section 3.2. In addition to obtaining the feature point positions
automatically by proportion, a user interface is also provided for
users to define the features manually.
2.2. Mesh segmentation and region mapping
After inputting the clothing pattern M and the corresponding
feature points FP , the system adds additional auxiliary points to
the feature curves of the pattern pieces, as shown in Fig. 4. This is
Y. Meng et al. / Computer-Aid
Fig. 1. Syste
2. Pattern-to-model cross parameterization
Clothing try-on demands a rigid correspondence between the
clothing feature points and the human model feature points. The
proposed computer aided design system starts by first establishing
a spatial relationship between the 2D clothing patterns and the
human model by a surface parameterization process.
Surface parameterization consists of generating a planar pa-
rameterization for a 3D mesh surface. Parameterization has var-
ious applications in science and engineering, including scattered
data fitting, re-parameterization of spline surfaces, and repair
of CAD models. Texture mapping is an important application of
parameterization that commonly used to increase the visual
complexity of computer generated images while maintaining sim-
plicity in the underlying geometric models. Texture mapping algo-
rithms provide parameterization by using an embedding function
and barycentric coordinates for each pair ofmesh triangles that de-
fine a piecewise-affine mapping. An interactive texture mapping
the corresponding clothing pattern mesh to generate parameteri-
zation coordinates.
d Design 44 (2012) 721–734 723
m overview.
2.1. Nomenclature and feature definitions
A list of symbols used in cross parameterization process is
provided below:
FH : feature points of the human model
FP : feature points of the clothing pattern
M: Mesh of 2D patterns
M ′: Mesh of ancillary 2D patterns generated based on FP
M∗: 3D configuration of the patternM , i.e., the mapping result
Pi: patch of the human model
Ti: triangle inM
T ′i : triangle inM ′
(pk, pl): vertex in Pi
(v′k, v
′
l ): vertex in T
′
i
(vk, vl): vertex in Ti
The planar patterns M and triangulated human model are
inputs to the process. The process starts from defining the feature
done to ensure satisfactory triangulation results in the later step.
The positions of these auxiliary points are computed as average
e
Fig. 3. The corresponding feature points on a front and a back pattern pieces, FP .
splitting between two defined feature points. Each boundary curve
is divided into ⌈li/κ⌉ segments, where κ is the length of the
shortest boundary curve, li is the length of the current boundary
curve, and ⌈•⌉means a round up operation. Constrained Delaunay
triangulation is then carried out on all pattern pieces by using
predefined feature points and the auxiliary points as the vertices.
This will obtain a set of ancillary pattern pieces, M ′, which are
the simplified forms of the pattern pieces, M . Fig. 6(b) shows an
example of ancillary patternsM ′, the front piece.
After triangulating the clothing pattern M , the human mesh
model is segmented based on the ancillary pattern M ′ by an
approximated shortest path method, as shown in Fig. 6(e).
Traditional Dijkstra shortest path connects two specific vertices on
to iteratively subdivide the impact triangle edges and construct
new weighted graphs, so that the path is closer to the ideal one
could by iterations. However, such method costs a considerable
amount of memory space and it is rather time consuming. In this
paper, a simple shortest path method is developed to segment
the human model mesh, see Fig. 5. It uses pre-computation rather
than an iterative schema. In the graph construction stage, the set
of impact edges are subdivided according to the edge length of
the corresponding triangle T ′i on the ancillary pattern M ′. Given
a defined length, each edge is inserted with several intermediate
points and the number of points inserted is proportional to the
length of the triangle edge, as shown in Fig. 5. Thus, a long edge
is divided into more segments compared with a short edge.
Fig. 2. Feature points on human model, FH .
724 Y. Meng et al. / Computer-Aid
a mesh with edges, which is not the exact shortest path on a mesh
surface. A known method to improve the Dijkstra shortest path is
d Design 44 (2012) 721–734
Another method was also suggested to calculate the shortest
path in [26]. It partitioned the mesh into valid sub-regions after
e
r
After the mesh segmentation process, a bijective mapping is
constructed between the pattern and the corresponding region of
the human model. Each triangle T ′i on the ancillary patterns M ′ is
then matche
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