Sketching garments for virtual characters Sketch-Based Interfaces and Modeling 2004 Sketching garments for virtual characters Emmanuel Turquin GRAVIR Marie-Paule Cani GRAVIR John F. Hughes Brown University Grenoble, France Grenoble, France Providence, USA
Outline Introduction Contributions Results Conclusion
Motivations Omnipresence of virtual characters © 2003 EIDOS © 2004 PDI/Dreamworks Video games Feature films Cloth modeling still a difficult and tedious task
Related work and inspiration Cloth modeling
Cloth modeling Existing systems: Takes hours… 2D 3D [Hinds and McCartney 90, Werner et al. 93] (+ plugins for 3D suites) 3D 2D 3D [Cugini et al. 99, Bonte et al. 02]
Related work and inspiration Cloth modeling Fashion Design
Fashion design The designer’s way: Our work
Related work and inspiration Cloth modeling Fashion Design Sketch-based interfaces
Sketch-based interfaces for 3D modeling Drawing: an intuitive way of expression Existing systems Restricted to volumetric objects: Teddy [Igarashi et al. 99] Multi-views sketches: [Bourguignon et al. 01] Sketching + cloth modeling ? Positioning flat patterns: [Igarashi & Hughes 03] No 3D sketch-based technique creating open surfaces
Related work and inspiration Cloth modeling Our Work Fashion Design Sketch-based interfaces
Sketching interface for garment design Takes few minutes… Sketching interface for garment design
Problems to address Intuitive creation process Identifying elements of the drawing Inferring the third dimension
Outline Introduction Contributions Results Conclusion
Contributions Intuitive creation process Identifying elements of the drawing Inferring the third dimension
Intuitive creation process: what kind of drawing ? Shaded drawing: + A lot of information - For a computer, difficult to interpret -- For a human, difficult to draw Line drawing: - Less information + Easier to interpret ++ Easier to draw
Intuitive creation process: what kind of drawing ? Views: front (and back), like fashion design Posture: Try to avoid overlapping Rather use a « T » stance
Intuitive creation process No cloth templates: be generic Avoid distracting movements No change of tools: only paper and a pen Iterative creation process: constant visual feedback
Presentation of our method 2D Treatment Pretreatment 3D Treatment
Presentation of our method Pretreatment Body mask Load 3D model
Presentation of our method 2D Treatment Pretreatment Load 3D model
Presentation of our method 2D Treatment Body mask
Contributions Intuitive creation process Identifying elements of the drawing Inferring the third dimension
Identifying elements of the drawing Kinds of lines: Contours / Silhouettes / Borders / Folds / Seaming lines / Others… For now on: only silhouettes and borders
Presentation of our method 2D Treatment Body mask Closed curve, with the types of strokes
Contributions Intuitive creation process Identifying elements of the drawing Inferring the third dimension
Inferring the third dimension Under-constrained problem We have to choose a (default) solution Examples: or
Inferring the third dimension Under-constrained problem We have to choose a (default) solution Examples: or
Inferring the third dimension Under-constrained problem Choose a (default) solution Propagate the distance information from the contour to the body, all over the garment Speed-up distance queries by using a distance field
Presentation of our method Pretreatment Body mask Load 3D model Distance field
Presentation of our method 2D Treatment Pretreatment Load 3D model 3D Treatment
Presentation of our method 3D Treatment 1/ Strokes: For all P: distance to the body: P.dist depth value: P.z Closed curve, with the types of strokes Distance field
Presentation of our method 3D Treatment 1/ Strokes: OK 2/ Surface: Create buffer Determine the inside/outside Propagate the distance values inside the buffer For each (x,y) of the inside region, find depth Mimick cloth tension Closed curve, with the types of strokes Distance field
Mimicking cloth tension Before : After :
Presentation of our method 3D Treatment 1/ Strokes: OK 2/ Surface: Create buffer Determine the inside/outside Propagate the distance values inside the buffer For each (x,y) of the inside region, find depth Mimick cloth tension Smooth the garment Tesselate the garment Closed curve, with the types of strokes Distance field
Presentation of our method 3D Treatment 1/ Strokes: OK 2/ Surface: OK Closed curve, with the types of strokes Resulting surface Distance field
Presentation of our method 2D Treatment Pretreatment Load 3D model 3D Treatment Result
Outline Introduction Contributions Results Conclusion
Results
Results
Results
Results
Results
Results
Outline Introduction Contributions Results Conclusion
Discussion First method for dressing virtual characters from 2D sketches of their garments Fast and easy But: Only the front part Garments do not look extremely realistic
Future Work Generate a full garment, from front and back views Add expressivity: let user alter default behavior of the system Manage folds and seaming lines Take physics into account (gravity, materials, …) Flatten the 3D surface into patterns User study
Thanks for your attention. Any questions?