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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
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Outline Introduction Contributions Results Conclusion
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Motivations Omnipresence of virtual characters
© 2003 EIDOS © 2004 PDI/Dreamworks Video games Feature films Cloth modeling still a difficult and tedious task
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Related work and inspiration
Cloth modeling
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Cloth modeling Existing systems: Takes hours…
2D D [Hinds and McCartney 90, Werner et al. 93] (+ plugins for 3D suites) 3D D D [Cugini et al. 99, Bonte et al. 02]
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Related work and inspiration
Cloth modeling Fashion Design
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Fashion design The designer’s way: Our work
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Related work and inspiration
Cloth modeling Fashion Design Sketch-based interfaces
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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
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Related work and inspiration
Cloth modeling Our Work Fashion Design Sketch-based interfaces
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Sketching interface for garment design
Takes few minutes… Sketching interface for garment design
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Problems to address Intuitive creation process Identifying elements of
the drawing Inferring the third dimension
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Outline Introduction Contributions Results Conclusion
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Contributions Intuitive creation process Identifying elements of
the drawing Inferring the third dimension
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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
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Intuitive creation process: what kind of drawing ?
Views: front (and back), like fashion design Posture: Try to avoid overlapping Rather use a « T » stance
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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
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Presentation of our method
2D Treatment Pretreatment 3D Treatment
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Presentation of our method
Pretreatment Body mask Load 3D model
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Presentation of our method
2D Treatment Pretreatment Load 3D model
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Presentation of our method
2D Treatment Body mask
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Contributions Intuitive creation process Identifying elements of
the drawing Inferring the third dimension
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Identifying elements of the drawing
Kinds of lines: Contours / Silhouettes / Borders / Folds / Seaming lines / Others… For now on: only silhouettes and borders
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Presentation of our method
2D Treatment Body mask Closed curve, with the types of strokes
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Contributions Intuitive creation process Identifying elements of
the drawing Inferring the third dimension
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Inferring the third dimension
Under-constrained problem We have to choose a (default) solution Examples: or
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Inferring the third dimension
Under-constrained problem We have to choose a (default) solution Examples: or
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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
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Presentation of our method
Pretreatment Body mask Load 3D model Distance field
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Presentation of our method
2D Treatment Pretreatment Load 3D model 3D Treatment
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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
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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
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Mimicking cloth tension
Before : After :
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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
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Presentation of our method
3D Treatment 1/ Strokes: OK 2/ Surface: OK Closed curve, with the types of strokes Resulting surface Distance field
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Presentation of our method
2D Treatment Pretreatment Load 3D model 3D Treatment Result
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Outline Introduction Contributions Results Conclusion
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Results
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Results
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Results
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Results
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Results
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Results
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Outline Introduction Contributions Results Conclusion
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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
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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
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Thanks for your attention.
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