Virtual clothing collision simulation method and device, electronic equipment and storage medium
By identifying and specially treating areas with larger thickness and higher bending strength in virtual clothing collision simulation, the problem of poor simulation results in the prior art is solved, and a more realistic and accurate collision simulation effect is achieved.
Patent Information
- Application Number
- CN202311801675.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-25
- Publication Date
- 2025-06-27
AI Technical Summary
The prior art fails to effectively consider areas with larger thickness and higher bending strength in virtual clothing collision simulation, resulting in poor simulation results.
By determining the target area and the non-target area in the virtual garment, the first collision thickness of the non-target area and the target object is obtained, and based on this, the second collision thickness of the target area and the target object is determined, so that the second collision thickness is greater than the first collision thickness, thereby adding an additional collision thickness in the collision simulation to take into account the particularity of the target area.
It improves the authenticity of virtual clothing collision simulation, ensures accurate processing of special areas of thickness and bending strength in the simulation, and improves the overall simulation effect.
Smart Images

Figure CN120219601A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of collision simulation, and in particular, to a method, device, electronic device and computer-readable storage medium for virtual clothing collision simulation. Background Art
[0002] Virtual clothing refers to digital clothing fabricated by simulating clothing fabrics using computer technology. Virtual clothing is obtained through comprehensive consideration of clothing patterns, fabric properties, body movements of a three-dimensional human model, and the form and its changes when a human wears clothing, and is simulated using a computer. It can be applied to fields such as computer image processing, electronic game production, clothing design, clothing education, and e-commerce.
[0003] When simulating the real effect of virtual clothing worn on a human body, a large number of collision phenomena will be encountered, such as collisions between the panels of virtual clothing and the three-dimensional human model, and collisions between the panels of virtual clothing. It is necessary to appropriately handle such collision phenomena to avoid problems of mutual penetration and crossing between the panels of virtual clothing and the three-dimensional human model, and to ensure the simulation effect. However, in related technologies, when performing collision simulation on virtual clothing, for regions in virtual clothing with relatively large thickness and relatively large bending strength, such as interfacing regions, etc., the particularity of their thickness and bending strength is not considered, resulting in poor collision simulation effects. Summary of the Invention
[0004] In view of the above technical problems, the present application provides a method, device, electronic device and computer-readable storage medium for virtual clothing collision simulation, and the technical solutions are as follows:
[0005] According to a first aspect of the present application, there is provided a method for virtual clothing collision simulation, the method comprising:
[0006] Determine a target region and a non-target region in the virtual clothing;
[0007] Obtain a first collision thickness between the non-target region and a target object, and determine a second collision thickness between the target region and the target object based on the first collision thickness, where the collision thickness is the minimum distance when a region in the virtual clothing collides with the target object, and the second collision thickness is greater than the first collision thickness;
[0008] Perform collision simulation on the target region and the target object based on the determined second collision thickness.
[0009] According to a second aspect of the present application, there is provided a virtual clothing collision simulation device, the device comprising:
[0010] A determination unit, configured to determine a target area and a non-target area in a virtual garment;
[0011] The determination unit is further configured to obtain a first collision thickness between the non-target area and a target object, and determine a second collision thickness between the target area and the target object based on the first collision thickness, where the collision thickness is the minimum distance when an area in the virtual garment collides with the target object, and the second collision thickness is greater than the first collision thickness;
[0012] A collision simulation unit, configured to perform a collision simulation on the target area and the target object based on the determined second collision thickness.
[0013] According to a third aspect of the present application, there is provided an electronic device, including:
[0014] A processor;
[0015] A memory for storing instructions executable by the processor;
[0016] Wherein, the processor is configured to implement the method described in the first aspect.
[0017] According to a fourth aspect of the present application, there is provided a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps in the method described in the first aspect are implemented.
[0018] For the target area in the virtual garment whose thickness is greater than or equal to a thickness threshold and whose bending strength is greater than or equal to a bending strength threshold, when setting the collision thickness of the target area, an additional collision thickness relative to other areas in the virtual garment is added to it, and based on the added additional collision thickness, the collision between the target area and the target object is simulated. During the collision simulation, the particularity of the target area in terms of thickness and bending strength can be considered, improving the authenticity of the collision simulation effect.
[0019] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present application. Description of the Drawings
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application or related technologies, the following will briefly introduce the drawings required for use in the description of the embodiments or related technologies. Obviously, the drawings in the following description are only some embodiments recorded in the present application. For those of ordinary skill in the art, other drawings can also be obtained based on these drawings.
[0021] Figure 1 It is a schematic diagram of a virtual garment application scenario in related technologies;
[0022] Figure 2 is a schematic diagram of a pattern piece of a virtual garment in the related art;
[0023] Figure 3 is a schematic flowchart of a virtual garment collision simulation method according to an embodiment of the present application;
[0024] Figure 4 is a schematic structural diagram of a virtual garment collision simulation device according to an embodiment of the present application;
[0025] Figure 5 is a schematic structural diagram of an electronic device according to an embodiment of the present application. Detailed Embodiments
[0026] In order to enable those skilled in the art to better understand the technical solutions in the present application, the following will describe the technical solutions in the embodiments of the present application in detail with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art shall fall within the protection scope of the present application.
[0027] A virtual garment refers to a digital garment fabricated by simulating clothing fabrics using computer technology. A virtual garment is obtained by comprehensively considering the clothing pattern, fabric properties, body movements of a three-dimensional human model, and the form and its changes when a person is wearing the clothing, and using computer simulation. It can be applied to fields such as computer image processing, electronic game production, clothing design, clothing education, and e-commerce.
[0028] When simulating the real effect of a virtual garment worn on a human body, a large number of collision phenomena will be encountered, such as collisions between the pattern pieces of the virtual garment and the three-dimensional human model, and between the pattern pieces of the virtual garment. It is necessary to appropriately handle such collision phenomena to avoid problems of mutual penetration and crossing between the pattern pieces of the virtual garment and the three-dimensional human model, and between the pattern pieces of the virtual garment, and to ensure the simulation effect. However, in the related art, when performing collision simulation on a virtual garment, for regions in the virtual garment with a relatively large thickness and a relatively large bending strength, such as the fusible interfacing region and other regions, the particularity of their thickness and bending strength is not considered, resulting in a poor collision simulation effect.
[0029] Please refer to Figure 1 - Figure 2 below for an exemplary introduction to the application scenarios of virtual garments in the related art and the pattern pieces of virtual garments:
[0030] Such as Figure 1As shown, a virtual garment can be designed using 3D modeling, and a 3D human body model can be constructed. The 3D human body model can be a preset model or a model constructed in real time according to the actual human body data of the user. The designed virtual garment can be simulated and worn on the 3D human body model to achieve a virtual fitting effect. For the same virtual garment, there may be multiple different pattern pieces. A pattern piece can be the smallest division unit when the virtual garment is divided into regions. For example, Figure 2 As shown, taking a T-shirt as an example of a virtual garment, the T-shirt can be divided into different pattern pieces according to different human body parts. For example, Figure 2 the front pattern piece, the back pattern piece, the left sleeve pattern piece, the right sleeve pattern piece, and the collar pattern piece in Figure 2 During the simulation of the real effect of wearing the virtual garment on the human body, a large number of collision phenomena will be encountered, such as the collision between the pattern pieces of the virtual garment and the 3D human body model, such as Figure 2 the collision between the back pattern piece and the human back shown in
[0031] the collision between the left sleeve pattern piece and the front pattern piece shown in
[0032] It is necessary to appropriately handle this collision phenomenon to avoid the problem of mutual penetration and crossing between the pattern pieces of the virtual garment and the 3D human body model, as well as between the pattern pieces of the virtual garment, and ensure the simulation effect. However, in the related art, when simulating the collision of a virtual garment, for regions with a relatively large thickness and a relatively large bending strength in the virtual garment, such as the fusible interfacing region and other regions, the particularity of their thickness and bending strength is not considered, resulting in a poor collision simulation effect. Figure 3 As shown, the method includes the following steps:
[0033] S301. Determine the target region and the non-target region in the virtual garment;
[0034] As an example, the thickness of the target region is greater than or equal to the thickness threshold, and the bending strength is greater than or equal to the bending strength threshold. The thickness of the non-target region is less than the thickness threshold, and the bending strength is less than the bending strength threshold.
[0035] The above-mentioned target object can have multiple specific implementations. As an example, one specific implementation can include: the above-mentioned target object can be a three-dimensional human model, or a region in the above-mentioned virtual clothing. That is, the collision simulation can be to simulate the collision between the target region and the three-dimensional human model, or to simulate the collision between the target region in the above-mentioned virtual service and other regions in the above-mentioned virtual clothing. The target object can also have other specific implementations, and can also correspond to simulating the collision between the target region and other objects. The specific implementation of the target object is not limited.
[0036] The above-mentioned target region can have multiple specific implementations. As an example, one specific implementation can include: the above-mentioned target region can be an interfacing region, or a concealed zipper region.
[0037] As an example, the above-mentioned interfacing region can be the chest interfacing region on a suit, or the cuff interfacing region on other types of clothing, or other regions, which is not limited herein.
[0038] As an example, the number of the above-mentioned target regions can be one or more. When the number of the above-mentioned target regions is multiple, the multiple target regions can be located on the same panel of the above-mentioned virtual clothing, or on different panels, which is not specifically limited herein.
[0039] The target region and non-target region in the above-mentioned virtual clothing can be determined in multiple ways. As an example, one determination method can include: obtaining a first user input instruction, and determining the target region and non-target region in the above-mentioned virtual clothing based on the first user input instruction. The first user input instruction includes the area information, position information or shape information of the above-mentioned target region, and also includes the area information, position information or shape information of the above-mentioned non-target region. The user can manually specify the above-mentioned target region to make the selection of the target region more in line with the user's needs.
[0040] As another example, another method for determining the target region and non-target region in the above-mentioned virtual clothing can include: obtaining the thickness information and bending strength information of the regions in the above-mentioned virtual clothing, and determining the target region and the non-target region in the above-mentioned virtual clothing based on the obtained thickness information and bending strength information. The machine automatically determines the regions that need special processing, that is, the above-mentioned target regions, according to the thickness information and bending strength information of each region of the virtual clothing, and can quickly and efficiently determine the regions in the above-mentioned virtual clothing with a thickness greater than or equal to the thickness threshold and a bending strength greater than or equal to the bending strength threshold and perform targeted processing.
[0041] It should be noted that the above introduction to the methods for determining the target region and non-target region in the virtual clothing is only an exemplary display. In actual applications, there may be other determination methods, which are not specifically limited herein.
[0042] S302. Obtain the first collision thickness between the non-target area and the target object, and determine the second collision thickness between the target area and the target object based on the first collision thickness, where the collision thickness is the minimum distance when the area in the virtual clothing collides with the target object, and the second collision thickness is greater than the first collision thickness;
[0043] The second collision thickness between the target area and the target object can be determined in various ways. As an example, a second user input instruction can be obtained, and the second collision thickness between the target area and the target object can be determined based on the second user input instruction and the first collision thickness between the non-target area and the target object. The second user input instruction may include the collision thickness information input by the user. The user can manually input the collision thickness setting information to make the setting of the collision thickness between the target area and the target object more in line with the user's needs and obtain the collision effect required by the user.
[0044] To avoid the user inputting unreasonable collision thickness values and affecting the collision simulation effect, as an example, a maximum collision thickness threshold and a minimum collision thickness threshold for the target area and the target object can be set, where the minimum collision thickness threshold can be equal to the first collision thickness; when the collision thickness input by the user is less than the minimum collision thickness, the second collision thickness value is automatically taken between the maximum collision thickness threshold and the minimum collision thickness threshold, and when the collision thickness input by the user is greater than the maximum collision thickness threshold, the second collision thickness value is automatically taken between the maximum collision thickness threshold and the minimum collision thickness threshold.
[0045] As another example, another way to determine the second collision thickness between the target area and the target object may include: determining the second collision thickness based on a preset association relationship and the first collision thickness, and the preset association relationship is used to characterize the association relationship among the thickness, bending strength, and collision thickness of the area in the virtual clothing. The machine can automatically determine a suitable additional collision thickness value according to the preset corresponding relationship among the thickness, bending strength, and collision thickness of the virtual clothing.
[0046] It should be noted that the above introduction to the determination methods of the second collision thickness between the target area and the target object is only an exemplary display. In actual applications, there may be other determination methods, which are not specifically limited herein.
[0047] S303. Perform a collision simulation on the target area and the target object based on the determined second collision thickness.
[0048] For the target area in the virtual clothing where the thickness is greater than or equal to the thickness threshold and the bending strength is greater than or equal to the bending strength threshold, when setting the collision thickness of the target area, an additional collision thickness relative to other areas in the virtual clothing is added, and based on the added additional collision thickness, the collision between the target area and the target object is simulated. During the collision simulation, the particularities of the target area in terms of thickness and bending strength can be considered, enhancing the authenticity of the collision simulation effect.
[0049] Corresponding to the above method embodiment, an embodiment of the present application further provides a virtual clothing collision simulation device. Refer to Figure 4 As shown, the device may include:
[0050] A determination unit 401, configured to determine a target area and a non-target area in the virtual clothing;
[0051] The determination unit 401 is further configured to obtain a first collision thickness between the non-target area and the target object, and determine a second collision thickness between the target area and the target object based on the first collision thickness, where the collision thickness is the minimum distance when the area in the virtual clothing collides with the target object, and the second collision thickness is greater than the first collision thickness;
[0052] A collision simulation unit 402, configured to perform a collision simulation between the target area and the target object based on the determined second collision thickness.
[0053] As an example, the thickness of the target area is greater than or equal to the thickness threshold, and the bending strength is greater than or equal to the bending strength threshold, and the thickness of the non-target area is less than the thickness threshold, and the bending strength is less than the bending strength threshold.
[0054] As an example, the target object includes a human body three-dimensional model or an area in the virtual clothing.
[0055] As an example, the determination unit 401 is specifically configured to obtain a first user input instruction, and determine the target area and the non-target area based on the first user input instruction. The first user input instruction includes area information, position information, or shape information of the target area, and also includes area information, position information, or shape information of the non-target area.
[0056] As an example, the determination unit 401 is specifically configured to obtain thickness information and bending strength information of the area in the virtual clothing, and determine the target area and the non-target area based on the thickness information and the bending strength information.
[0057] As an example, the determination unit 401 is specifically configured to obtain a second user input instruction, and determine the second collision thickness based on the second user input instruction and the first collision thickness, where the second user input instruction includes the collision thickness information input by the user.
[0058] As an example, the determination unit 401 is specifically configured to determine the second collision thickness based on a preset association relationship and the first collision thickness, and the preset association relationship is used to characterize the association relationship among the thickness, bending strength, and collision thickness of regions in the virtual clothing.
[0059] As an example, the target area is an interfacing area or an invisible zipper area.
[0060] The present application also provides an electronic device, as Figure 5 shown, the electronic device includes:
[0061] a processor 501;
[0062] a memory 502 for storing instructions executable by the processor;
[0063] Wherein, the processor 501 is configured to implement the virtual clothing collision simulation method described in any one of the above embodiments.
[0064] The present application also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the virtual clothing collision simulation method described in any one of the above embodiments is implemented.
[0065] The above are only specific embodiments of the present application. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present application, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present application.
Claims
1. A virtual clothing collision simulation method, characterized in that, Including: Determine a target area and a non-target area in the virtual clothing; Obtain a first collision thickness between the non-target area and the target object, and determine a second collision thickness between the target area and the target object based on the first collision thickness, where the collision thickness is the minimum distance when the area in the virtual clothing collides with the target object, and the second collision thickness is greater than the first collision thickness; Based on the determined second collision thickness, perform a collision simulation on the target area and the target object.
2. The method according to claim 1, characterized in that, The target object includes a three-dimensional human model or an area in the virtual clothing.
3. The method according to claim 1, wherein Determining a target area and a non-target area in the virtual clothing includes: Obtain a first user input instruction, and determine the target area and the non-target area based on the first user input instruction. The first user input instruction includes area information, position information, or shape information of the target area, and also includes area information, position information, or shape information of the non-target area.
4. The method according to claim 1, wherein The thickness of the target area is greater than or equal to a thickness threshold, and the bending strength is greater than or equal to a bending strength threshold. The thickness of the non-target area is less than the thickness threshold, and the bending strength is less than the bending strength threshold.
5. The method according to claim 4, wherein Determining a target area and a non-target area in the virtual clothing includes: Obtain thickness information and bending strength information of the area in the virtual clothing, and determine the target area and the non-target area based on the thickness information and the bending strength information.
6. The method according to claim 1, wherein Determining the second collision thickness between the target area and the target object based on the first collision thickness includes: Obtain a second user input instruction, and determine the second collision thickness based on the second user input instruction and the first collision thickness. The second user input instruction includes collision thickness information input by the user.
7. The method according to claim 4, characterized in that, Determining the second collision thickness between the target area and the target object based on the first collision thickness includes: Determine the second collision thickness based on a preset association relationship and the first collision thickness. The preset association relationship is used to characterize the association relationship among the thickness, bending strength, and collision thickness of the area in the virtual clothing.
8. The method according to claim 1, wherein The target area is a fusible interlining area or an invisible zipper area.
9. A virtual clothing collision simulation device, characterized in that, Including: A determination unit for determining a target area and a non-target area in the virtual clothing; The determination unit is further configured to obtain a first collision thickness between the non-target area and the target object, and determine a second collision thickness between the target area and the target object based on the first collision thickness, where the collision thickness is the minimum distance when the area in the virtual clothing collides with the target object, and the second collision thickness is greater than the first collision thickness; A collision simulation unit for performing a collision simulation on the target area and the target object based on the determined second collision thickness.
10. An electronic device, characterized in that, Including: A processor; A memory for storing instructions executable by the processor; Wherein, the processor is configured to implement the method according to any one of claims 1 to 8.
11. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps in the method according to any one of claims 1 to 8.