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Computer-Aided Design 37 (2005) 609–622

www.elsevier.com/locate/cad

3D virtual apparel design for industrial applications


Marzia Fontanaa,*, Caterina Rizzib, Umberto Cuginic
a
Dipartimento di Ingegneria, Università di Parma, 43100 Parma, Italy
b
Dipartimento di Ingegneria, Università di Bergamo, 24044 Dalmine (BG), Italy
c
Dipartimento di Ingegneria Meccanica, Politecnico di Milano, 20156 Milano, Italy
Accepted 15 September 2004

Abstract
The integration of physics-based models within CAD systems for garment design leads to highly accurate cloth shape results for virtual
prototyping and quality evaluation tasks. To this aim, we present a physics-based system for virtual cloth design and simulation expressly
conceived for design purposes. This environment should allow the designer to validate her/his style and design option through the analysis of
garment virtual prototypes and simulation results in order to reduce the number and role of physical prototypes. Garment shapes are
accurately predicted by including material properties and external interactions through a particle-based cloth model embedded in constrained
Newtonian dynamics with collision management, extended to complex-shaped assembled and finished garments. Our model is incorporated
within a 3D graphical environment, and includes operators monitoring the whole design process of apparel, e.g. panel sewing, button/dart
insertion, multi-layered fabric composition, garment finishings, etc. Applications and case studies are considered, with analysis of CAD
modelling phases and simulation results concerning several male and female garments.
q 2004 Elsevier Ltd. All rights reserved.

Keywords: Physics-based modelling; Virtual simulation; Cloth design; Newtonian dynamics

1. Introduction different 2D/3D modelling tools. In this paper we concentrate


our attention on methodologies and applications related to
Cloth modelling has recently become a topic of large garment design.
investigation in computer graphics. Laboured garments and The skilled-labour dependent nature of apparel and
drapes, in fact, appear as key visualization elements in upholstery design did not have encouraged to a large
animation movies, cartoons, etc. Further, a strong impulse extent of automation and software programs. Although
comes from clothing and fabric furniture industries, where several 2D CAD systems exist on the market for pattern
CAD tools are increasingly demanded to assist the whole drafting, sizing, nesting, and marker making, together with
cloth design process. Until now, different systems for virtual CAM modules for cutting/sewing, clothing companies
cloth modelling have been developed by scientific or complain about the lack of effective garment-oriented
commercial communities with different points of view and CAD packages to design directly in 3D and provide the
goals. Fig. 1 portrays a high level classification of some tools modellist with tools for shape modelling and cloth
used in computer graphics and industrial design. Software behaviour simulation.
products for cloth visualization aim at producing images that Regardless of the application domain, however,
look real for computer animation applications, while systems packages for both animation and design need an underlying
for garment design focus on definition/construction of cloth model representation. Several geometry- or physics-
detailed garment shapes for real manufacture, according to based methods for cloth modelling have been proposed
since the 1980s (Section 3). Differently from purely
geometrical cloth’s descriptions, adequate for computer
* Corresponding author. Tel.: C39 052 190 5844; fax: C39 052 190
animation tasks, physics-based models interpret cloth
5705.
E-mail address: marzia.fontana@kaemart.it (M. Fontana). within a physical framework, by considering internal

0010-4485//$ - see front matter q 2004 Elsevier Ltd. All rights reserved.
doi:10.1016/j.cad.2004.09.004
610 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

Fig. 1. Garment virtual modelling.

mechanical properties and interactions with an external 2. Apparel as a design process


environment. The inclusion of a physical substrate ensures a
more accurate shape description, suitable to a new Apparel appears in a large variety of shapes, textile
conception of CAD systems targeted to apparel or materials, as the result of several design, manufacturing and
functional cloth design endowed with simulation capabili- finishing operations. We started our collaborations with
ties. A current drawback of most of the existing commercial Italian and European clothing companies1 (Section 7), by
CAD systems is, on the contrary, that they still rely on mere examining the apparel life cycle from earlier conceptual
geometrical modelling and do not provide virtual simulation design up to finished products ready for purchase. 2D CAD
tools (with few exceptions, e.g. the DressingSim module systems and automated cutting/sewing devices are used in
used by Investronica Sistemas [1]). most cases; nevertheless, human factors such as creativity of
As a contribution to overcome this drawback, a CAD- stylists and technical skills of dressmakers for made-to-
oriented physics-based system for virtual cloth design and measure clothing still continue to play a fundamental role,
simulation is here presented. The system is expressly making difficult a complete automation of the whole apparel
conceived for design purposes, differently from other design process.
research prototypes or systems currently available on the Such a difficulty is reinforced by several levels of design
market mainly oriented to visualization for movies, or complexities that have to be faced while defining shape,
virtual catwalks (e.g. TopixCloth, plug-in for Softimage assembly rules and aesthetic/functional details of real
V3.7 from Topix [2], or MayaCloth, plug-in for Maya from tailored garments. A classical man jacket, for instance, is
AliasjWaveFront [3]). In the effort of getting closer to a significant example of a particularly complex and
cloth manufacturers’ needs, our main target has been the laboured garment (Fig. 2). It originates from a large number
development of a tool to assist the designer/modellist of 2D panels corresponding to front, back and side parts,
throughout the cloth design process, managing aspects sleeves, collar, lapel, etc. with complex-shaped borders
related to the various garments’ structural parts (e.g. connected with each other by means of various darts and
shoulder paddings, collars) and to manufacturing processes single/multiple seams. Sewings needs to be carefully
that influence the final garment shape. This environment applied with different degrees of tightness/looseness,
should allow the designer to validate his/her style and depending on position, function and shape curvature effects
design options through the analysis of garment virtual (e.g. roller), by considering possible differences in the
prototypes and simulation results and, definitively, reduce length and shape of borders that have to be joint together,
the number and role of physical prototypes. As a validation with definition of markers and constraint points. Besides,
of our approach, we analyse and simulate several female/
male garment models presenting different levels of design 1
F.lli Corneliani, garment manufacturer, team coordinator of the italian
complexities (e.g. skirts, dresses, jackets, etc.) whose
TA2000 Consortium, and Confecciones Mayoral (ES), GFT Donna (IT),
models have been directly provided by clothing garment manufacturers cooperating in the framework of the Brite-Euram
companies. MASCOT project [4].
M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 611

Fig. 2. A man’s jacket: 2D patterns with specification of fabric layers, seams, darts and pleats.

the peculiar volume and shape consistency characterizing material, function, and differentiation of each functional
male jackets is also the result of a multi-layered fabric garment template (jacket, skirt, shirt, etc.) due to different
composition, following well-defined rules, with fabric human body sizes, aesthetic factors and fashion trends, there
layers varying in number among the several jacket’s exist, nevertheless, design/manufacturing stages generally
structural parts and made of different heavier or lighter valid in all cases.
materials (cotton, canvas, linen, horsehair, etc.). Internal Stylists’ and manufacturers’ way of working can be, in
smooth linings, reducing friction against the body, give fact, analysed as a 3D-to-2D-to-3D process. Typically, the
stability to jacket’s shape, together with reinforcements and process starts with stylists’ creative ideas originating
tassels. Fig. 2 shows the multi-layered structures of jacket’s essentially from a 3D shape (a 3D conceptual idea in
front part and sleeve as well as types of sewing lines. mind or a completed garment already existing) from which
Stuffings for shoulders are placed to strategically correct 2D information are extracted, such as 2D patterns with
shape proportions along horizontal directions, emphasizing corresponding fabric layers (3D-to-2D stage). 2D fabric
larger shoulder-torso parts typical of male clothing. Small panels are then assembled and sewn together to get a 3D
aesthetic and functional features enrich the structure of the garment shape as close as possible to the original stylist’
jacket, e.g. buttons, hooks, external and internal pockets and idea (2D-to-3D stage). Procedurally, of course, a more
other finishings. Last but not least, the different sculptured detailed sequence of design/manufacturing steps has to be
or smooth volume effect can be controlled/forced by considered, involving aspects such as:
starching, pleating, ironing, and other several mechanical/
chemical actions inducing permanent or semi-permanent † definition of a reference 3D shape;
deformations on jacket’s fabrics. † 2D patterns definition/extraction (2D models);
Is it possible to reconstruct such a complexity in a fully † definition of assembly rules (seams, darts, overlapped
computerized way? This is, evidently, a very cumbersome layers, buttons, etc.);
and ambitious task. In spite of garments’ variety in shape, † definition of materials;
612 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

† cut of 2D fabrics (single layers); Continuous physics-based models interpret cloth in the
† assembly of fabrics by layer overlapping; framework of continuum mechanics, by means of PDE
† assembly of one- or multi-layered fabrics along border problems generally solved by finite element or finite
parts (seams, darts, etc.); difference methods. In the classical model by Terzopoulos
† mechanical/chemical post-treatment of textiles by shape et al. proposed in 1986–1988 [10], cloth’s surface
deformation (pleats, ironing, etc.); deformation is described by continuous Lagrange equations,
† 3D configuration/placement over supports or external as set of displacements from equilibrium positions. In 1996,
objects (e.g. mannequins); Eischen et al. [11] provide a non-linear shell description for
† analysis of the final garment’s shape and behaviour in the cloth. In 1990, Aono [12] simulates the effect of wrinkle and
3D physical space. drape propagation, considering the elasticity theory and
D’Alembert principle, from a modified wave equation
These common aspects help us in defining a computer- propagating in a continuous elastic medium. In 1993–1996,
assisted garment design methodology (Section 4). Our most Li et al. [13] describe cloth immersed in a quasi-stationary
significant contribution, in particular, is the definition of a viscous fluid by combining Navier-Stokes equations and
design and simulation approach that takes into account the Terzopoulos’ model.
following key-issues of cloth’s tri(bo)logy: In discrete physics-based approaches, cloth objects are
modelled as systems composed of a finite number of
† Shape and structure, i.e. geometrical description of mechanical constitutive elements subjected to certain
garments and relation among parts (e.g. 2D profiles of static/dynamic laws. In the so-called particle-based
basic patterns and multi-layered parts); model, constitutive elements are particles with mass,
† Material, i.e. mechanical/physical properties (e.g. KES subjected to internal and external forces, subjected to
or FAST measurements of fabric types); Newtonian dynamics (force-based formulation), or assum-
† Process, i.e. design and manufacturing processes ing certain potential energies, e.g. Lagrangian formulations
(e.g. ironing, starching). (or other energy-based approaches). Compared to continu-
ous formulations based on deformable thin shells or plate
Our approach leads to the definition of a complete beams, particle-based cloth models tend to represent more
physics-based model for real apparel that incorporates the
efficiently the highly flexible behaviour of cloth and its
above-mentioned aspects, aiming at reaching accurate
characteristic ‘discrete’ structure as a woven or knitted
simulation of garments’ shape and behaviour for virtual
(or, in some cases, unorganized) plot of interlaced threads
prototyping tasks.
(Fig. 3).
Feynman in 1986 [14] introduces the first discrete model
representing woven patterns by structured rectangular grids
3. Cloth models defined from orthogonal weft and warp directions (Fig. 4).
Breen and House since early 1990s [15] have been
As already mentioned, a key issue is the choice of a investigating in detail textiles as particle-based
model for cloth, capable of accurately reproducing/simulat- ‘mechanisms’ having certain internal stretching/repelling,
ing its behaviour. Theoretical studies about fabrics and bending and trellising energies. In the period 1995–1997,
fibers started about 60 years ago, mainly funded by the Provot [16] proposes a Newtonian mass-spring model in
textile industry, from Peirce’s precursor work in 1937 [5] up which the elastic forces act not only along the weft and warp
to De Jong et al.’s model in the 1970s [6]. We focus here on directions, but also along the two diagonal directions of each
computable cloth models proposed in computer graphics cell in the textile grid. At MiraLab laboratory in Geneve,
literature since the mid 1980s. since the early 1990s, Magnenat-Thalmann and Volino have
Among the so-called geometry-based approaches, the been working intensively on virtual clothing [17,18].
well-known model from Weil in 1986 [7] describes drapes Initially influenced by the continuous Terzopoulos’
through nets of suspended catenary curves. Agui et al. in
1990 [8] model the effect of a bended elbow, while Hinds
et al. [9] in 1990–1992 realize one of the first cloth-oriented
CAD prototypes, based on surface modelling.
More accurate than geometrical representations, physics-
based approaches analyse cloth’s behaviour through laws
derived from discrete dynamics, structural mechanics,
elasticity theories, fluid dynamics, or other physical
contexts. Cloth is dealt as a dynamic system with material
properties, subjected to internal interactions, and interacting
with an external environment through external forces/
stresses and response to collisions with obstacles. Fig. 3. Thread patterns: (A) knitted; (B) woven.
M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 613

entity or a mechanical system, and in some cases with


significantly accurate results [18,24], but very rarely cloth is
interpreted in its ‘construction process’, from single fabric
pieces up to complex-shaped assembled and finished textile
configurations, such as garments. This is a key issue:
although advanced virtual reality environments have been
proposed [18–22], these are not intended for design
applications, i.e. are not capable to drive the garment
design and manufacturing process as it is conceived for real
Fig. 4. Particle-based model of a woven fabric. production tasks. Our intention is rather focusing on this
integration between particle-based modelling and CAD for
approach, successively they have worked mainly on clothing production, as shown in the following sections.
particle-based systems, more efficient for non-linear defor-
mations in dynamic cases, using non-structured triangular
meshes with continuum mechanics applied inside each 4. The proposed garment physics-based model
element. Various techniques for collision detection and
response have been also investigated, to face constrained 4.1. Particle-based characterization of fabrics
cloth motion in complex scenes including obstacles and
self-collisions [17]. Since the mid 1990s, work on structured We start by analysing single fabric pieces, as basic
thin deformable bodies, e.g. fabrics and other objects, has garment model’s components. Woven textiles are con-
been carried out at IMAG institute in Grenoble, by Desbrun, sidered, the most frequently used for apparel, with threads
Cani and others [19]. interlaced according to orthogonal warp and weft directions.
Recently, a great interest has been addressed to efficient Fabric’s flattened pieces, assumed to have a negligible
time discretization techniques for ODE systems generated thickness, are defined as open connected and bounded
by cloth’s particle-based grids. Explicit low-order methods figures F 4R2 with piecewise regular boundary vF (e.g. a
(e.g. explicit Euler) used in the past are progressively closed loop of linear or curved edges). Similarly to Breen’s
substituted by implicit and semi-implicit schemes (e.g. and Provot’s models [15,16], we associate a particle-based
modified backward Euler’s, multi-step BDF techniques), as model to each fabric panel by defining a structured 2D grid
indicated by Baraff and Witkin in 1998 [20], Kang et al. in with coordinate lines along warp and weft directions.
2000 [21], Etzmuss et al. in 2001 [22,23], and Choi and Ko Interior particles correspond to grid nodes, located at
in 2002 [24]. warp/weft thread intersections, while boundary particles
Hybrid models, with mixed geometric and physical are defined from intersection of grid lines with the fabric
representations in cloth sub-regions, have been also border. Triangular elements are derived from the original
investigated. Earlier examples come from Rudomin [25] rectangular grid cells by adding diagonals (Fig. 5).
and Kuni et al. [26] in 1990, Taillefeur [27] and Tsopelas Differently from Breen’s energy-based method, we
[28] in 1991, and Dhande et al. [29] in 1993. Among the here use a Newtonian force-based approach, as it can
most recent results, in 2001 Oshita et al. [30] and Kang et al. include more general dynamic problems where parts can
[31] propose coarse particle-based models coupled with be in motion (e.g. walking virtual humans, etc). Taking
smoothing and interpolation techniques, and in 2002 into account the woven structure of threads, we consider
Rudomin et al.’s consider [32] mesh particles moving (Fig. 5):
accordingly to sets of ellipsoids defining mannequins.
For a detailed overview on physics-based modelling, see stretching/repelling forces, acting to keep particles at
[33,34]. What emerges from the above-mentioned cloth rest distance (modelled as Kelvin visco-elastic springs
models, is that they describe cloth either as a geometrical directed along weft and warp);

Fig. 5. Particle grid associated to fabric panels with internal force characterization.
614 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

bending forces, acting out-of-plane to keep objects flat Under these premises, after particle grid discretization of
(derived by torsional moments normal to their support single fabric layers, we consider further steps to generate a
surface); complete physics-based model for garment simulation. On
trellising (or shear) forces, acting to contrast any this regard, we define proper algorithms that locally
possible deformation of the rectangular cells (mod- modify/upgrade the geometry and topology of cloth’s
elled again through torsional moments normal to the particle meshes, with corresponding physical discrete
cells). parameters (e.g. particle masses and internal force distri-
bution) with the purpose of emulating the following design
Internal force values are estimated from global mechan- steps: (a) sewing of fabric panels; (b) insertion of darts;
ical data for textiles, measured by the Kawabata Evaluation (c) fabric layer overlapping; (d) insertion of buttons and
System (KES), a well-known system for ‘hand evaluation’, hooks; (e) placement of the full garment model in a 3D
based on experimental stress and deformation tests space configuration (e.g. on a mannequin).
performed on rectangular fabric samples with fixed dimen-
sions [35]. KES data are provided for a large list of textiles 4.2.1. Sewing of fabric panels
typically used for clothing, and quantitatively measure For sake of simplicity, we interpret sewings as unary or
properties about geometry and mass (fabric thickness and binary relationships, i.e. involving one or two fabric
mass density); tension (elongation percentage, tensile components at a time, and locally preserving the
deformation energy and tensile resilience); compression ‘manifold’ behaviour. These constitute the basic ‘single’
(shortening percentage, compression deformation energy seams considered in garment manufacturing. In our future
and resilience); bending (bending rigidity and correspond- analysis, however, we will consider also multiple sewings,
ing hysteresis); shear (shear stiffness and corresponding involving more than two components at a time.
hysteresis); superficial behaviour (averaged friction coeffi- The counterpart of a sewing process from the point of
cient, standard deviation and rugosity). view of the particle-based model is essentially a mesh
Panel’s grid topology characterizes the internal discrete assembly operation accompanied with local modification of
force distribution, computed as linear or torsional springs the internal force distribution. We implemented a new
connecting neighbouring particles. Extracting from KES algorithm in which panels’ particle grids to be connected
data’s list the elongation ratio 3 under tension, the bending pairwise can present a different number of particles at the
rigidity B[N$m] and the shear stiffness T [N/(m$deg)] for a border segments (we say that the two grids can be locally
certain fabric, easy computations provide non-conformal), as it occurs in case of particle resolution
different between one panel and the other, or in case of
fS hy Bp
kS Z ; kT Z Thx hy cos wm ; kB Z (1) complex-shaped borders.
3 hx 180 Fig. 6 shows a sewing process between two particle grids
as estimates of constants for spring forces, torsional of fabric panels.
moments for trellising and bending, respectively [36]. In Suppose a panel A has to be sewn with a panel B:
Eq. (1), fS is the magnitude of a known imposed force geometrically, this corresponds to know a one-to-one
causing fabric’s tension or compression, wm is the (known) mapping between a given sequence of consecutive oriented
angle of bending, while hx and hy are grid cell sizes along border segments of panel A with another given sequence of
weft and warp. oriented border segments of panel B. The sewing algorithm is
then a grid assembly procedure progressively merging each
4.2. From fabrics to a assembled garments sewing segment pair of the mapping. For each segment pair,
in fact, let n be the number of original particles of the segment
A garment is the complex-shaped result of assembled in A (in the following denoted by A-segment) and m the
components. Thus, geometrical abstraction helps us in number of original particles of the corresponding segment in
defining a full garment shape as a non-manifold entity B (B-segment). If the number of particles is different, say
n!m, then mKn particles will be added to the A-segment in
GZ g Fi0 g g Ai ; (2) proper intermediate positions to define a ‘local’ one-to-one
iZ1;.;nF iZ1;.;nA
mapping also between particle pairs. Such positions are
where Fi0 are fabric layers in a spatial configuration (2D derived as follows. First, one by one, we progressively search
manifolds in R3) deformed from original flat panels Fi 4R2 , for n ordered original particles of the B-segment having
for iZ 1; 2; .; nF , and Ai 4R3 are geometries of rigid or relative line abscissa values in the segment that are as close as
soft accessories, for iZ 1; 2; .; nA . When existing, the latter possible to the relative line abscissa values of the n particles
are generally few small entities, such as buttons, hooks, of the A-segment. Practically, this corresponds to finding out
zips, paddings, etc. Fabric layers are sewn with each other the particles in the more-refined segment that have a relative
along portions of their boundary, or can be partially or distribution in the segment as similar as possible to the
totally attached in interior sub-regions with other layers (as particle distribution in the less-refined segment: this is the
it occurs in multi-layered parts as shown in Fig. 2). local particle-to-particle mapping within the segment pair.
M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 615

Fig. 6. Sewing process between two fabric panels: (1) seam definition as mapping 1 to 1 between vertices of panel borders; (2) detail of the sewing process over
a single segment pair.

Then, the particle grid in the A-segment is refined (in one or connected are sufficiently close to each other. Each virtual
more parts, depending on the local mapping) along each button is simulated by connecting the two grid points closest
original grid edge having as a vertex a particle excluded from to the required button position, imposing significantly hard
the local mapping, for a total of mKn new border grid edges, spring force effects and mass increment. Once the garment
with corresponding local re-triangulation around the sewing particle-based model is assembled with all its components,
segment pair at the side of the A-segment. Thus, when the corresponding garment’s placement in 3D has to be
definitively A-segment and B-segment have the same number defined. 3D particles’ configuration is arranged by con-
of particles, say again nZm for simplicity, each ith particle of sidering the presence of external rigid objects in the scene
A is merged with the corresponding ith particle of B, for (e.g. mannequins or rigid supports) and according to
iZ 1; 2; .; n; by moving particle pairs to an intermediate mapping laws from 2D onto 3D, respecting local isometries
position. n particles belonging to one of the two border in grid triangles/edges. Note that the 3D placement of the
segments are then removed from one side. Correspondingly, garment onto the rigid support can be chosen with a certain
the mesh topology (grid particles, edges, triangles) around (relatively small) offset distance from rigid supports. The
that side is updated similarly to any standard mesh assembly final accurate 3D placement of the garment model onto the
algorithm now involving conformal meshes. Internal force support will be scope for the physical simulation phase.
values are re-computed around the sewn edges with particle
mass summation and value increment of the constants of
bending forces for all sewn edges. 5. Dynamic simulation
Note that dart insertion is again a sewing operation, as
darts can be regarded as special seams along a fixed 5.1. Newtonian constrained dynamics
sequence of edges, in which panel B coincides with panel A.
In other words, one (or more) vertice(s) is (are) sewn with The complete particle-based model of a garment is
another (other) vertice(s) belonging to boundary loops of the defined by a system SZ fPi : iZ 1; .; Ng of N particles,
same panel. having masses mi, positions ri and velocities vi Z r_t , for
iZ 1; 2; .; N. The configuration of particles is assigned at
4.2.2. Other construction processes an initial time t0, by known positions {ri0} and velocities
As regards the successive construction steps, an algor- {vi0}, iZ 1; .; N. The dynamic behaviour of the system is
ithm for layer overlapping is considered to update the thus governed by Newton’s problem
original cloth particle-based grid in order to model the 8
>
> ci Z 1; 2; .; N
presence of possible fabric layers placed on top of each <
other, as in case of paddings, linings, etc (e.g. to strengthen mi r€ i Z FðintÞ C FðextÞ (3)
>
>
i i
jackets). To this aim, we change physics-based properties :
ri ðt0 Þ Z ri0 ; vi ðt0 Þ Z vi0
(masses, springs, bending and trellising forces) correspond-
ing to particles and edges inside specified subregions of where FðintÞ
i _ tÞ and FðextÞ
ðr; r; i ðr; r;
_ tÞ are, respectively,
the main panels, substituting them with proper values the total internal and external resultant forces acting on
measuring all effects of single added layers, with their particles i, being rZ ðr1 ; .; rN Þ the system configuration at
specified materials, through the effect of a unique equivalent time t. Eq. (3) is a Cauchy problem for a system of 3N
material (e.g. mass summation, equivalent constants in second order ordinary differential equations, equivalent to a
parallel spring networks, etc.) system of 6N first order equations. Solutions are trajectories
Insertion of button and hooks is also considered. The {r i(t)}, with corresponding velocities {vi(t)}, for
effect of buttons and hooks intervenes when two panels to be iZ 1; 2; .; N, t 2½t0 ; T, uniquely determined under
616 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

hypotheses of sufficiently regular data Fi, satisfied in our Collision detection plays a significant part in the total
linear force estimation method [37]. In Eq. (3), the total computational time of simulations, as proximity queries
internal force FðintÞ
i is computed by summing up the resultant and checks for possible collisions need to be done between
stretching, repelling, bending and trellising forces FðstretchÞ
i , pairs of elementary object entities (points or particles,
Fi , FðbendÞ
i and F i acting on particle i, while the total external edges, triangles). Among several techniques for collision
force FðextÞ
i is computed by summing up FðaÞ i , resultant active
detection, e.g. voxel subdivision, octree subdivision,
external force on i, with FiðrÞ , reactive force associated to bounding box hierarchy, proximity tracking, and curva-
possible constraints imposed on i. ture-based methods [16–18], aligned axis bounding box
Among the several methods for constraint management (AABB) hierarchies with region subdivision have been
(e.g. penalty method, rate-controlled constraints, Lagrange here adopted, as a good compromise between simplicity
multipliers and dynamic constraints [38–40]), the dynamic and efficiency.
constraint method has been here considered, with reactive In the collision response phase, the velocities of particles
forces FðrÞ belonging to colliding entities are modified due to elastic/
i computed from Lagrange multipliers by solution
of a linear system, since it permits to apply multiple anelastic bouncing off. The corresponding velocity variations
constraints to the same particle and ensures the respect of all due to collisions are computed as solution of a linear
system, by handling collisions as unsatisfied scalar unilateral
the constraints at each time step of the simulation. Several
constraints di ðr1 ; r2 ; .; rN ; tÞ! 0, for iZ 1; 2; .; s, where
types of bilateral constraints have been considered, such as
s is the number of collisions at a certain time, and using again
fixed positions, constant distances between points or
the dynamic constraint approach [38,40].
particles, area or volume conservation, as well as assigned
trajectories for points or particles.
The solution of Eq. (3) can be numerically estimated
by using proper time discretization schemes on a discrete 6. SoftWorld system
sequence t0 ; t1 ; .; tn of time steps. In our case, an
improved two-steps Euler scheme has been utilized [16], The particle-based model described in Sections 4 and 5
stabler than explicit Euler’s and still computationally has been implemented in a system named SoftWorld2.0,
cheap, with particles’ positions at kth time step derived running on Windows, Unix/Linux, SGI-IRIX platforms.
from velocities updated at kth time step and corrected SoftWorld is composed of several executable modules, with
with post-collision response. To increase the convergence functions for data conversion, geometric modelling, phy-
speed and manage stiff equations, implicit or semi- sics-based modelling, dynamic simulation, provided
implicit integration schemes are currently under with a graphical user interface. Grouping together the
implementation, according to [20–22,24]. several modules by purpose, two fundamental systems are
singled out:
5.2. Collision management † 2D/3D modeller, creating the physics-based model
associated to the 3D configuration of the garment. It
To complete the analysis of the interactions with the generates the particle-based grid of all 2D panels, sewing
surrounding environment, also possible collisions are taken and assembling them over the mannequin, to create
into account. These occur, for instance, when parts of the initial 3D configuration for garment simulation
flexible objects (e.g. garments) hit some rigid objects (e.g. (Section 4).
mannequins) or penetrate towards each other (self-col- † 3D simulator, generating garment’s simulated frames at
lisions). In Fig. 7, for instance, collision effects were discrete time steps t0 ; t1 ; ::; tn , with simulation based on
dominant in simulating cloth positioning on a table or a constrained Newtonian dynamics with collision manage-
sphere, or cloth fall on the floor. ment (Section 5).

Fig. 7. Simulation of fabrics on rigid objects: (1) tablecloth on a table; (2) carpet on a sphere; (3) tablecloth falling on the floor; (4) ribbon falling on the floor.
M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 617

Fig. 8. Basic SoftWorld’s architecture.

The system is provided with a Graphical User Interface 7.1. Design of women’s garments
to create a unique environment from which both the
Modeller and the Simulator are executed. Fig. 8 displays The activity on female garment design was carried out
the overall SoftWorld architecture. Table 1 displays input within MASCOT project [41]. The main goal was to
and output data of the 2D/3D Modeller, while Table 2 develop a 3D graphic environment for industrial appli-
describes the main algorithm in the 3D Simulator. cations in clothing industry to permit the design of woman
base garment in 3D, the evaluation of the style by
comparing different types of fabric, and the automatic
generation of the 2D panels starting from the 3D
7. Case studies representation. SoftWorld was integrated with a geometric
3D garment modeller, based on NURBS representation and
Several tests were done to evaluate our computer assisted developed by the University of Valenciennes [43]. Regard-
design methodology and simulation results using Soft- ing the modelling phases, we started from 3D garment
World2.0. Fig. 7 already showed earlier SoftWorld’s models, directly chosen from a library of template cloth
simulation results such as fabrics falling over rigid shapes (skirt, blouse, etc.) that were modified by 3D surface
objects such as a table, a sphere, or the floor—classical modelling tools acting on characteristic lines. Seams,
reference test cases in the literature of cloth modelling. pences, and other textile characterizations were defined on
Actually, for our design intents, these examples are not the 3D model, from which 2D panels were extracted with all
so significant because they deal with simple-shaped one- information (e.g. sewing lines) necessary to the simulator
layered fabric without any of those design complexities for their correct location on virtual mannequins.
(seams, complex borders, layers, different materials, etc.) Once generated the 2D panels from the geometric 3D
encountered in real cloth manufacture. modeller, our 2D/3D Modeller (Table 1) could define the
As we were interested in real complex-shaped apparel, particle-based grid of each 2D panel associating proper KES
analysis and simulation of garment examples were
carried out starting from initial geometrical 2D and 3D Table 1
Input and output data of the 2D/3D Modeller
models directly provided by clothing companies. The
next sections present the adopted methodology and some 2D/3D modeller
simulation results, with case studies for both male and Input data
female clothing. Results were obtained within the (a) Material properties (e.g. KES data for fabrics)
(b) Rigid bodies (e.g. mannequins, frames)
framework of Brite-Euram MASCOT [41] and Italian (c) Geometry of 2D panels (for extended version with full 3D soft
TA2000 [42] research projects, in cooperation with modelling tools: geometry of 3D soft shapes)
industrial partners from the clothing industry (see note1), (d) Rules for 2D/3D mapping
and CAD/CAM developers2. Although based on the (e) Model construction constraints (e.g. textile operations: seams,
same modelling and simulation algorithms, the two ways darts, fabric layers, buttons)
(f) (If any) dynamic constraints (kinematics of rigid parts)
of proceeding while defining male and female clothes
Output data
were quite different. (a) Physics-based information about soft objects (particle 3D positions,
masses, associated grid, internal/external forces, geometric and
kinematic constraints)
2
(b) Physics-based information about rigid parts (3D point positions,
Lectra Systemes (FR), Investronica Sistemas (ES), and TELMAT (FR), the associated grid, geometric and kinematic constraints)
in the framework of MASCOT project.
618 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

Table 2 data of the chosen fabric material. By using information


Main algorithm of the 3D simulator provided by the geometric modeller, 2D panels were sewn
3D simulator and located properly on the mannequin for the final
Known configuration {ri(t0), vi(t0)}, for iZ 1; 2; .; N simulation of its behaviour in static conditions.
For step kZ 1; 2; .; n: To generate the physics-based model, we started from the
(1) It computes the active forces FiðaÞ ðtk Þ (from internal and external following basic assumptions:
contributions) on each particle i;
(2) Estimates the effect of bilateral constraints by computing equivalent
† use of a simplified model representing the fabric as
reactive forces FðrÞ
i ðtk Þ for each i;
(3) Computes the new velocities vi(tk) from numerical solution of
composed of a single equivalent layer;
Newton’s law (ODE solver, first part); † generation of a final configuration in 3D depending on
(4) Detects the colliding particles; the 2D geometry of patterns but also on intrinsic
(5) Updates velocities vi(tk) with vi(tk)CDvi for the colliding particles, mechanical properties due to the considered type of
from velocity variation of collision response algorithm (linear system fabric (e.g. cotton, linen, silk, etc.);
solution), with DviZ0 for uncolliding particles;
(6) Computes the new particle positions ri(tk) from ODE solver,
† choice of KES measurements to characterize fabric’s
second part mechanical behaviour;
† use of geometric information at several levels, e.g. to
define 2D patterns profiles, and functional/aesthetic

Fig. 9. Particle-based models of women’s garments placed on mannequins before simulation.

Fig. 10. Simulation of women’s garments: dress, tunic and trousers.


M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 619

Fig. 11. System architecture in the design of men’s garments.

details such as the location of seams, darts, buttons and allowing a comparation with the simulation results, in most
other constraints. cases considered satisfactory. At this stage, however,
In Fig. 9, we display the particle-based models of a skirt, comparisons have only been made at a qualitative level.
a top and a woman’s dress before simulation, showing
the different 2D panels sewn along the sewing lines and 7.2. Design of men’s garments
darts. Fig. 10 presents the accurate simulation results of a
dress, a linen tunic and a pair of trousers. Tasks for men’s garment design were developed in the
Validation and assessment procedures were defined and framework of TA2000 [42]. Differently from female fashion,
the environment was experimented by the end-users the production of men’s garments follows more standardized
participating to the project. As concerns the simulation shapes (jackets, trousers, shirts, etc.) that only slightly differ
phase, we selected a set of different garments (Figs. 9 and 10), from one season and the other. Here, therefore, we chose to
whose physical prototypes were realized by the end-users work by modification of existing apparel articles. Together

Fig. 12. Virtual design of male garments. Main steps: (1) Selection of base jacket. (2) Modification module—definition of a new garment style. (3) Generation
of 2D patterns. (4) Particle-based model of each panel. (5) Panel assembly with final particle-based model ready for 3D simulation. (6) Simulation results.
620 M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622

automatically generate a file, containing information about


the modified 3D geometric model, to be used as input for 2D
panel extraction. The generation of 2D panels was done by
means of a commercial CAD package used at Corneliani
site.
The 3D simulator could generate the particle-based grids
of the panels, which were then assembled together and
placed on a virtual mannequin thanks to the 2D/3D
Fig. 13. Right front 2D panel and related regions. mapping rules stored by the 2D/3D modeller. Once the
complete particle-based model was created in 3D, simu-
with the technical staff of F.lli Corneliani company lation could be performed. Fig. 12 displays the main steps of
(manufacturer of male garments) we selected a jacket as a the jacket’s design procedure.
significant test-case (Section 2), to properly validate the It is important to point out that some assumptions made for
physics-based modeller and simulator for real complex- the physics-based model of female apparel are not adequate
shaped clothing. Fig. 11 shows the overall architecture of the for men’s jackets. These can have, in fact, a very complex
software environment developed for men’s cloth design, structure, whose volume/shape is obtained by overlapping
including SoftWorld (here named 3D Simulator) to physi- different types of material layers and by resorting to
cally model and simulate men’s garments. particular manufacturing processes inducing permanent
The design process currently followed by clothing local deformation (e.g. by ironing, starching, and special
companies was first analysed to extrapolate useful func- tight-loose sewings). Therefore, as described in Section 2, it
tionalities for the geometric modelling phase. Typically, is necessary to generate a model that takes into account not
the designer defines a new style by modifying the shape of a only data related to fabric properties but also information on
physical prototype, e.g. changing the length of the sleeves or structural multi-layered parts (shoulder-paddings, collars,
tightening the waist, according to fashion trends and etc.) and the effects of additional manufacturing processes.
stylist’s sketches. To do this, the designer uses some Garment’s physical model was thus enriched according
reference elements such as sewing lines or significant to the following ideas:
and structural elements (e.g. waist or shoulders, etc.). 2D panels were subdivided into regions, each corre-
A modelling system should permit the designer to operate in sponding to a structural part of the jacket, e.g. shoulder,
the same way, using a digital prototype instead of a physical facing, collar, etc. Each region was characterized by
one. Therefore, an editor module was implemented by using different physical parameters, to integrate the above-
and combining MAYA Deformers [44], to enable the user to mentioned manufacturing effects.
change the shape of a geometric model. From the analysis of Further parameters were introduced in order to ampli-
modellist’s modus operandi, we identified and implemented fy/reduce the effect of permanent material deformations
a set of shape modifiers emulating traditional modifications (e.g. lapel pleat) obtained by means of manufacturing
on garment’s parts. Some examples were: shorten/lengthen processes, such as ironing.
sleeves, tighten/enlarge shoulders, tighten/enlarge waist, Fig. 13 shows the 2D panel corresponding to the right
shorten/lengthen jacket. An export module could front of the jacket and related sub-regions: (A) shoulder,

Fig. 14. Some views of a simulated jacket.


M. Fontana et al. / Computer-Aided Design 37 (2005) 609–622 621

(B) pleating line of the lapel, (C) facing, and (D) bottom of designer of the 2D patterns in Fig. 2, and all colleagues that
the jacket. participated to the research projects on non-rigid materials
Fig. 14 shows several points of view of the simulated modelling and simulation.
effect of the jacket leaned on the bust of a mannequin in
static conditions.
The results of tests carried out with the end-users are
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