Garment Surface Digital Sculpting for Topology-Free Design

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing methods for creating three-dimensional representations of garments in virtual environments are limited by their inability to freely manipulate the garment topology, restricting the variety of garments that can be designed and requiring users to choose from predefined mold types, such as trousers, skirts, or cloaks.

Innovation Solution

A computerized method using digital sculpting techniques and physics-based animation allows users to manipulate garment surfaces as if they were made of clay or fabric, enabling free deformation and topology changes, with tools like pinch, pinch ring, pleat, and drag tools, while maintaining the garment within the boundaries of a virtual mannequin body.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a parametric surface with control spots is used to represent the garment, then the garment surface can be adjusted by moving control spots, but the garment topology cannot be altered and the user is limited to predefined mold types

Engineering Contradiction:
Improveease of garment surface adjustmentVSAvoidversatility of garment topology
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent replaces the traditional parametric surface control mechanism (control spots on predefined molds) with a digital sculpting mechanism that treats the garment surface as a malleable digital material. Users can directly manipulate vertices, edges, and faces of the mesh structure using sculpting tools, enabling both surface adjustment and topology modification within a unified system.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces dynamic topology that can be modified during the design process. The garment surface is represented as a flexible mesh structure where users can add, remove, or reconfigure vertices and faces dynamically, allowing the topology to adapt to design requirements rather than being constrained by fixed predefined molds.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If digital sculpting techniques are used to manipulate garment surfaces, then free deformation and topology changes are enabled, but computational complexity increases

Engineering Contradiction:
Improvefreedom of garment manipulationVSAvoidcomputational complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the garment surface into a discrete mesh structure composed of vertices, edges, and triangular faces. This segmentation enables localized manipulation of small portions of the surface without requiring computational processing of the entire garment, reducing overall computational complexity while maintaining freedom of manipulation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies digital sculpting operations to only the selected or active region of the garment surface rather than processing the entire surface. Users can focus manipulation efforts on specific areas of interest, reducing unnecessary computational overhead while maintaining full versatility where needed.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If physics-based animation is used to simulate fabric behavior, then realistic fabric behavior including pleats is achieved, but computational costs increase

Engineering Contradiction:
Improverealism of fabric behaviorVSAvoidcomputational cost
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent pre-calculates and stores fabric material properties and physics parameters before the actual simulation process. By preparing material definitions, density values, and physical constants in advance, the system reduces real-time computational requirements during interactive manipulation while maintaining simulation accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent applies physics-based simulation selectively to regions of the garment where fabric behavior is most critical, such as areas prone to folding or draping. Not all regions require full physics simulation, allowing the system to concentrate computational resources where they provide the most value for realism.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10713855B2Computerized method for creating and editing surfaces to represent garments on the body of a mannequin in a virtual three-dimensional environment
Publication Date: 2020.07.14 AUDACES AUTOMACAO E INFORMATICA IND
  • US10713855B2 patent drawing
  • US10713855B2 patent drawing
  • US10713855B2 patent drawing

AI summary

The invention relates to a computerised method for creating and editing, using a computer, surfaces used to represent garments on the body of a mannequin (22) in a virtual three-dimensional environment. The method consists in using digital sculpting techniques and tools in conjunction with physical cloth simulation in order to modify freely and quickly the shape of a garment on the body of a mannequin (22).