REVIEW 2 cited by
Dress Anyone : Automatic Physically-Based Garment Pattern Refitting
Not yet reviewed by Pith; the record is open.
This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.
SPECIMEN: schema-true, not a live event
T0 review · schema-true
One-sentence machine reading of the paper's core claim.
pith:XXXXXXXX · record.json · timestamp
Signed reviews
read the original abstract
Well-fitted clothing is essential for both real and virtual garments to enable self-expression and accurate representation for a large variety of body types. Common practice in the industry is to provide a pre-made selection of distinct garment sizes such as small, medium and large. While these may cater to certain groups of individuals that fall within this distribution, they often exclude large sections of the population. In contrast, individually tailored clothing offers a solution to obtain custom-fit garments that are tailored to each individual. However, manual tailoring is time-consuming and requires specialized knowledge, prohibiting the approach from being applied to produce fitted clothing at scale. To address this challenge, we propose a novel method leveraging differentiable simulation for refitting and draping 3D garments and their corresponding 2D pattern panels onto a new body shape, enabling a workflow where garments only need to be designed once, in a single size, and they can be automatically refitted to support numerous body size and shape variations. Our method enables downstream applications, where our optimized 3D drape can be directly ingested into game engines or other applications. Our 2D sewing patterns allow for accurate physics-based simulations and enables manufacturing clothing for the real world.
Forward citations
Cited by 2 Pith papers
-
Bolt: Clothing Virtual Characters at Scale
Bolt automatically transfers, drapes, and rigs existing outfits onto new virtual characters using a flow-based transfer, 2D pattern optimization, and per-layer cloth simulation.
-
Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution
A WebGPU mass-spring cloth simulator runs at 60fps for hanging cloth up to 640K nodes and handles collisions with a 100K-triangle model at 30fps in a benchmark.
Discussion (0). Continue with ORCID to comment.