Garment Surface Digital Sculpting for Topology-Free Design
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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
Engineering 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
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.
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.
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
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.
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.
3Reliability
If physics-based animation is used to simulate fabric behavior, then realistic fabric behavior including pleats is achieved, but computational costs increase
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.
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.
Data Source
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).


