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Modeling and Simulating Bodies and Garments

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Modeling and Simulating Bodies and Garments Cover

 

Synopses & Reviews

Publisher Comments:

Modeling and Simulating Bodies and Garments is a comprehensive visual textbook, dealing with all aspects of 3D virtual clothing and allowing users to try on virtual outfits. It covers a number of topics including: - Body modeling and animation - Character based adaptation - Cloth modeling and simulation - Design and animation of patterns and clothes - Virtual prototyping The chapters cover the complex issues that have to be addressed in order to successfully implement a 3D virtual try-on, discussing the adjustments that have to be made to calibrate the dimensions, the effects of motion, and cloth retargeting. The ultimate goal is for humans to see themselves at any time, wearing any clothing available in the database, adapted to their body size. Students and practitioners alike will benefit from the information contained in the book. Many images are included, and more can be found on www.miralab.ch.

Synopsis:

This book examines all aspects of body and garment modeling for animated virtual humans: defining precise body shapes from input dimensions or body scans, using and retargeting predefined motions, creating and animating 3D garments from 2D patterns, and more.

Synopsis:

The book presents all aspects of body and garment modeling for animated virtual humans. It describes how we can define fast and precise human body shapes, either from input dimensions or from body scans, how we can use predefined motions and retarget them, how we can easily create 3D garments from 2D patterns and animate them, and how we can retarget interactively various garment sizes while giving new body dimensions. A case study presents the making of the award winning film ' High Fashion in Equations'. Finally, the book describes how simulation processes can be applied to the garment industry and how we interact with an online platform for virtual clothing. This book is truly interdisciplinary as it describes the technical concepts as well as the design aspects and the problems of the clothing industry to be solved today.

About the Author

Professor Nadia Magnenat-Thalmann is currently Professor at the University of Geneva in Switzerland and Director of the research lab MIRALab. After having obtained several diplomas in various disciplines (Psychology, Biology, Chemistry, Computer Science and a PhD in Quantum Physics, all from University of Geneva), she moved to Canada in 1977 where she became subsequently assistant, associate and full Professor at the University of Montreal. During these years, she pioneered the field of Virtual Humans and received 7 artistic awards for her participation to the film "Dreamflight". This film won an award at the conference On-Line in London, in front of Disney's film "Tron" in 1982. She further developed a strong agenda of interdisciplinary research that was considered by the scientific community as a very early innovation. In 1987, she was nominated Woman of the Year by the greater Montreal Association for her exceptional achievement in Sciences and Art. In 1988, she received a one year grant from the Council of Arts of Canada for her co-direction of the film "Rendez-vous in Montreal" that allows her to show her work on Virtual Marilyn at the Modern Art Museum in New York along with young Canadian promising artists. Back in Switzerland in 1988, she has initiated and developed several programs of intensive research that have been awarded by the European Commission and the Swiss National Foundation. She has obtained more than 45 European projects that makes her group the most EU funded lab in Switzerland. During the nineties and 2000, she has received continuously scientific and artistic awards. Among the most cited awards are the Golden Camera Award at the Golden Camera Ceremony in Berlin (shown at TV with 16 million viewers), a ZDF program dedicated to "die virtuelle Marilyn, die Welt von Nadia Thalmann", more recently her selection in the electronic Wall of Fame in the Heinz Nixdorf Museum in Germany and the best paper of the International Journal of Virtual Reality for the year 2007 (award obtained by vote of the readers). She is regularly invited by the European Commission to contribute to the writing of white papers, particularly for the Networked Media Unit dealing with the 3D internet as she is coordinating a Network of excellence in Network Virtual Realities (intermedia.miralab.ch). She recently directed the research and the production of a new awarded film, High Fashion in Equations, that was shown at the Museum of Yverdon and at the electronic theatre in SIGGRAPH 2007, film selected among 1000 submissions, most of them from Disney, Pixar and DreamWorks and other major production houses. The film has received since then two artistic awards in 2007 and 2008. Professor Nadia Magnenat-Thalmann has contributed, along with her students, to the publication of more than 480 scientific papers, written more than 40 books and produced more than 25 virtual reality interactive shows. Professor Nadia Magnenat-Thalmann is Editor-in-chief of several scientific journals, among them, the Visual Computer published by Springer and the Computer Animation Virtual Worlds Journal published by Wiley. She is also associate Editor of several others, as for example, the IEEE Transactions Journal on Multimedia. She has been invited to present and discuss the impact of her work at the World Economic Forum in Davos from 1999 to 2001.

Table of Contents

Preface.- 1 Modeling Bodies.- 1.1 Introduction.- 1.2 Geometric Modelling.- 1.3 Physically Based Modelling.- 1.4 Anatomic and Anthropometric Body Modelling Techniques.- 1.5 Data Acquisition.- 1.6 References.- 2 Character Based Adaptation.- 2.1 Introduction.- 2.2 Previous Works.- 2.3 A Footskate Removal Method for Simplified Characters.- 2.4 Root Translation Correction.- 2.5 Character Movements Adaptation.- 2.6 References.- 3 Cloth Modeling and Simulation.- 3.1 A Brief History on Garment Simulation.- 3.2 Measuring Physical Parameters.- 3.3 Physical Simulation of Cloth.- 3.4 Touching Virtual Textiles.- 4 Designing and Animating Patterns and Clothes.- 4.1. Introduction.- 4.2. Pattern Design.- 4.3. Pattern Placement.- 4.4. Seaming.- 4.5 Fabric Properties.- 4.6 Garment Fitting.- 4.7 Comparison of Real and Virtual Fitting Processes.- 4.8 The Making of the Award Winning Film: High Fashion in Equations.- 4.9 References.- 5 Virtual Prototyping and Collaboration in the Clothing Industry.- 5.1 Introduction.- 5.2 The New Market Trend.- 5.3 Virtual Prototyping of Garments.- 5.4 Collaboration in Virtual Clothing.- 5.5 Future Challenge: Co-Design.- 5.6 Towards a Co-Design Virtual Garments Platform.- 5.7 References.- 6 List of Figures

Product Details

ISBN:
9781849962629
Author:
Bonanni, Ugo
Publisher:
Springer
Editor:
Magnenat-Thalmann, Nadia
Contribution by:
Kasap, Mustafa
Author:
Magnenat-Thalmann, Nadia
Subject:
Computer simulation
Subject:
Computer graphics
Subject:
Image processing
Subject:
3D garment design
Subject:
Character animation
Subject:
Cloth simulation
Subject:
Virtual humans
Subject:
Virtual Prototyping
Subject:
Simulation and Modeling
Subject:
Image Processing and Computer Vision
Subject:
Computers Reference-Simulation
Subject:
cha
Subject:
racter animation
Copyright:
Edition Description:
2010
Publication Date:
20100802
Binding:
HARDCOVER
Language:
English
Illustrations:
Y
Pages:
204
Dimensions:
235 x 155 mm 510 gr

Related Subjects

Computers and Internet » Computers Reference » Computer Simulation
Computers and Internet » Computers Reference » General
Computers and Internet » Graphics » General
Computers and Internet » Graphics » Image Processing
Computers and Internet » Personal Computers » General
Reference » Science Reference » Technology

Modeling and Simulating Bodies and Garments New Hardcover
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$140.25 In Stock
Product details 204 pages Not Avail - English 9781849962629 Reviews:
"Synopsis" by , This book examines all aspects of body and garment modeling for animated virtual humans: defining precise body shapes from input dimensions or body scans, using and retargeting predefined motions, creating and animating 3D garments from 2D patterns, and more.
"Synopsis" by , The book presents all aspects of body and garment modeling for animated virtual humans. It describes how we can define fast and precise human body shapes, either from input dimensions or from body scans, how we can use predefined motions and retarget them, how we can easily create 3D garments from 2D patterns and animate them, and how we can retarget interactively various garment sizes while giving new body dimensions. A case study presents the making of the award winning film ' High Fashion in Equations'. Finally, the book describes how simulation processes can be applied to the garment industry and how we interact with an online platform for virtual clothing. This book is truly interdisciplinary as it describes the technical concepts as well as the design aspects and the problems of the clothing industry to be solved today.
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