Hierarchical 3D Garment Editing System Resolving Pattern Occlusion
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Solution Overview
Problem
Existing garment simulation technologies face challenges in modifying 3D garments due to overlapping 2D patterns, which makes it difficult to select and edit specific patterns without occlusion, leading to poor perception of modification results.
Innovation Solution
The implementation of a depth-level based editing system, where a 3D garment is displayed at multiple depth levels, allowing for selective visualization and editing of 2D patterns without occlusion, enabling finer granular editing and deformation of selected patterns.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If multiple 2D patterns are displayed together to show the complete garment structure, then the overall garment configuration can be perceived, but the selected 2D pattern becomes occluded by unselected patterns making it difficult to identify and edit
Solution Approach 1:
The patent introduces a depth dimension to the display system, organizing 2D patterns across multiple depth levels rather than displaying them all in a single plane. When a pattern is selected for editing, it is moved to a foreground depth level where it is fully visible and editable, while unselected patterns are moved to background depth levels where they appear transparent or translucent. This dimensional separation resolves the occlusion problem by allowing the selected pattern to be visually prioritized without completely removing other patterns from the view, thus maintaining context while enabling focused editing.
2Ease of operation
If all 2D patterns are displayed at the same depth level, then the complete garment structure is visible, but UI elements for editing overlap and become difficult to select
Solution Approach 1:
The patent uses depth levels to separate UI elements spatially. When a user selects a pattern for editing, the UI elements for that specific pattern are displayed at a foreground depth level, making them clearly visible and selectable. Other UI elements remain at background depth levels where they appear transparent or translucent. This depth-based separation prevents UI element overlap and confusion, allowing users to easily identify and interact with the correct editing controls for the selected pattern while still perceiving the overall garment structure.
3Loss of information
If transparency is adjusted to reduce occlusion of selected patterns, then visibility improves, but the natural appearance of the garment is altered
Solution Approach 1:
The patent applies transparency adjustments locally rather than globally. Only the unselected patterns and their associated UI elements display with reduced opacity when they are positioned behind a selected pattern in the depth hierarchy. The selected pattern itself maintains full opacity and natural appearance. This localized transparency application ensures that the garment's natural appearance is preserved for the focused editing area while still allowing background elements to be partially visible, thus resolving the contradiction between visibility and appearance fidelity.
Data Source
AI summary
A method and apparatus for simulating a garment according to an example embodiment receive a user input for selecting, in a simulated three-dimensional (3D) garment worn on an avatar, any one of a plurality of objects corresponding to a next depth level to a depth level which is being currently displayed among depth levels for hierarchically displaying one or more pieces included in the 3D garment and two-dimensional (2D) patterns forming each of the pieces, display the next depth level by controlling visualization of the plurality of objects such that the selected object is not covered by at least one of the remaining objects other than the selected object of the plurality of objects, deform the selected object based on an input for editing the selected object corresponding to the next depth level, deform the 3D garment by reflecting deformation of the selected object, and output the deformed 3D garment.


