皮肤和软组织建模及其对服装造型的影响

Carol McDonald, Randy K. Rannow, A. Ballester, Katy Schildmeyer, Emma Scott, S. Gill
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引用次数: 0

摘要

刚体化身不能完全定义人与身体穿戴产品之间的复杂交互作用(人形到覆盖物)。需要皮肤和软组织建模来创建更逼真的3D人形身体模型。我们考虑了与图案工程实践相关的人形分裂线是否可以与皮肤的生物动力学和褶皱线相关。根据真皮层、运动的影响和覆盖层压力的影响,预计皮肤和组织会发生变化。利用生物动力切除皮肤张力线(BEST)、主折叠线(MFL)和兰格线(Langer’s lines),可以为动态研究分配皮肤的生理功能的力学参数。这种研究的关键是将皮肤连接到钻机(类人虚拟骨架)。分析了使用稳定(与虚拟骨骼和服装块模式相关的骨骼特征点)和形态(识别形态变化和动态研究区域的皮肤特征点)标志将皮肤连接到钻机。我们利用这些地标来驱动线,如BEST, MFL和兰格线,用于映射皮肤变形。初步研究结果表明,稳定和形态地标的使用可以在整个数字产品创造(DPC)生产管道中产生深远的积极影响,应该进一步探索并在制定标准拓扑实践中发挥重要作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Skin and soft tissue modeling and its impact on apparel modeling
Rigid body avatars do not fully define the complex interaction between human and body-worn product (humanoid-to-coveroid).  Skin and soft tissue modeling to create more realistic 3D humanoid body models are needed. We considered if humanoid split lines relevant to pattern-engineering practice can be related to biodynamic and fold lines of the skin. Changes in skin and tissue are expected, depending on the dermis, the effects of movement, and the effects of coveroid pressure. The physiological functions of the skin may be assigned mechanical parameters for dynamic study utilizing biodynamic excisional skin tension (BEST) lines, main folding lines (MFL) with Langer’s lines. Critical to such study is the connecting of the skin to the rig (humanoid virtual skeleton). The use of stable (skeletal feature points related to both the virtual skeleton and apparel block patterns) and morphological (skin feature points identifying areas of morphological variation and dynamic study) landmarks for connecting the skin to rig was analyzed. We utilized these landmarks to drive lines as BEST, MFL and Langer’s lines for the mapping of skin deformations. Initial findings suggest the use of stable and morphological landmarks could have profoundly positive effects throughout the entire digital product creation (DPC) production pipeline and should be further explored & are important in developing standard topology practice.
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