{"title":"FIGMENT: a basis for interactive virtual mannequin services","authors":"J. N. Anderson, M. Jack","doi":"10.1109/MMSP.1998.738933","DOIUrl":null,"url":null,"abstract":"Until now, the possibility of a 'virtual mannequin' service for telepresence shopping systems has been unrealistic due to the number and complexity of calculations required for the modelling of physical clothing items. This paper presents an overview of the FIGMENT scheme (Fast Implementation Garment Modelling environmENT) which incorporates a four-point strategy (a simplified physical model, collision volume approximation, progressive meshes and a hybrid rendering algorithm) to reduce the quantity and complexity of the computations involved, bringing simulation times from the realm of hours to minutes and seconds whilst maintaining an acceptable level of accuracy and fidelity in the results.","PeriodicalId":180426,"journal":{"name":"1998 IEEE Second Workshop on Multimedia Signal Processing (Cat. No.98EX175)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"1998 IEEE Second Workshop on Multimedia Signal Processing (Cat. No.98EX175)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MMSP.1998.738933","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Until now, the possibility of a 'virtual mannequin' service for telepresence shopping systems has been unrealistic due to the number and complexity of calculations required for the modelling of physical clothing items. This paper presents an overview of the FIGMENT scheme (Fast Implementation Garment Modelling environmENT) which incorporates a four-point strategy (a simplified physical model, collision volume approximation, progressive meshes and a hybrid rendering algorithm) to reduce the quantity and complexity of the computations involved, bringing simulation times from the realm of hours to minutes and seconds whilst maintaining an acceptable level of accuracy and fidelity in the results.