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研究生: 郭叡坤
Kuo, Jui-Kun
論文名稱: 以不規則排列質點系統進行真實衣版之服裝模擬
Using Irregular Mesh Particle Systems in Cloth Simulation with Patterns
指導教授: 方晶晶
Fang, Jing-Jing
學位類別: 碩士
Master
系所名稱: 工學院 - 機械工程學系
Department of Mechanical Engineering
論文出版年: 2009
畢業學年度: 97
語文別: 中文
論文頁數: 80
中文關鍵詞: 不規則網格衣版服裝模擬質點系統
外文關鍵詞: irregular meshes, patterns, particle systems, cloth simulation
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  • 在服裝工業上,服裝模擬為電腦輔助設計中檢視成果的一環;而在電影產業或遊戲產業上,服裝模擬能提升整體視覺的逼真效果。而在應用上,服裝模擬除了準確性的要求外,同時也有計算效率的需求。過去的研究顯示,使用質點系統法(Particle systems)能在模擬的準確度與計算效率間取得平衡。
    本研究以質點系統法為基礎,從基本幾何關係逐步推導出座標幾何分別與應變、應變能及受力的關係式,能模擬布料非等向材料特性,有別於以往的研究,此方法能運用在不規則三角網格模型上,且能處理大變形問題以模擬布料高度的柔軟性。整套模擬過程包括載入數位人台、載入數位衣版、衣片網格化、縫合模擬、垂墜模擬、碰撞檢測,以及碰撞處理。
    最後,我們以C++與OpenGL開發一實作軟體實現本研究所提之服裝模擬方法,並模擬多件不同款式服裝的著裝效果,以此驗證理論之可行性。

    In garment industry, cloth simulation is a visualized feedback in computer-aided draping design (CADD). Also, in movie or game industry, a fine cloth simulation can enhance visualized reality of their productions. Considering the outcomes of cloth simulation, it requires intensive computations with high accuracy and high efficiency. Related studies show that the outcomes of using particle system to simulate cloth draping can meet both requirements of accuracy and efficiency.
    In this research, we implement a particle system method to simulate the anisometrical material of cloth based on geometry, strain, strain energy, and forces derived by geometric relations. Our particle system, differed from the past method, is performed with both irregular meshes and large deformation problems. A sequence of simulation handles includes digital mannequin and digital patterns loading, pieces’ triangulation, sewing settings, draping simulation, collision detection, and collision handling are presented in this thesis.
    In this thesis, we present some simulation samples for different style clothes, and show that the present methods are applicable.

    摘要 I Abstract II 致謝 III 目錄 IV 圖目錄 VII 表目錄 X 第一章 序論 1 1.1 研究動機 1 1.2 研究目的 3 1.3 本文架構 3 第二章 文獻回顧 4 2.1 布料特性數學模型 4 2.2 碰撞偵測與反應 6 2.3 網格化方法 9 第三章 研究方法 12 3.1 系統架構 12 3.2 前處理 14 3.2.1 數位人台與數位衣版 14 3.2.2 衣片三角網格化 17 3.2.3 縫合設定 22 3.3 布料物理模型 23 3.3.1 質點系統 23 3.3.2 拉伸、剪切與撓曲力 26 3.3.3 縫合模擬 35 3.4 碰撞偵測與反應 39 3.4.1 碰撞種類與碰撞處理 39 3.4.2 AABB碰撞偵測 41 3.4.3 三角網格碰撞偵測 44 3.4.4 碰撞反應 46 第四章 研究成果 50 4.1 使用者介面 50 4.2 數位衣版 56 4.3 著裝效果 58 4.4 效能評估 66 第五章 討論與未來展望 70 5.1 結論 70 5.2 討論 72 5.3 未來展望 74 參考文獻 76 自述 80

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