Phased Digital Garment Pattern Arrangement on 3D Avatars
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Solution Overview
Problem
Current digital clothing pattern simulation systems face challenges in efficiently converting patterns into well-fitted digital garments on 3D avatars due to issues like non-uniqueness, self-intersection, and cloth-body intersection, which result in visual artifacts and require manual intervention for complex garments.
Innovation Solution
A phased approach is implemented to determine sewing relationships and iteratively process clothing patterns, using machine learning models to select and arrange patterns around the 3D avatar, minimizing local minima through optimization functions that address sewing gaps, body intersections, and self-intersections.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If all clothing patterns are processed simultaneously in digital garment generation, then the completeness of the garment is improved, but the computational complexity and time required increase significantly
Solution Approach 1:
The patent segments the clothing patterns into multiple batches and processes them in sequential iterations rather than simultaneously. Each iteration processes a subset of patterns that are arranged on the 3D avatar, with subsequent iterations processing remaining patterns. This segmentation reduces the computational complexity of each iteration while ensuring all patterns are eventually processed to achieve complete garment generation.
2Manufacturing precision
If iterative processing is used to arrange clothing patterns, then the accuracy of pattern arrangement is improved, but the number of processing steps increases
Solution Approach 1:
The patent performs preliminary actions by determining sewing relationships between all clothing patterns before the iterative arrangement process begins. The sewing relationships, which define how patterns should be connected, are pre-calculated and stored. During each iteration, these pre-determined relationships guide the arrangement process, reducing the complexity of each iteration step while maintaining high arrangement accuracy through multiple passes.
3Extent of automation
If machine learning models are used to determine body parts for clothing patterns, then the automation level is improved, but the computational resources required increase
Solution Approach 1:
The patent implements self-service by training the machine learning body part determination model offline beforehand. The trained model is then deployed for inference during the pattern arrangement process. This approach requires significant computational energy only during the one-time training phase, while the actual garment generation process uses the pre-trained model for efficient, low-energy automated body part determination, reducing real-time computational resource requirements.
4Manufacturing precision
If intersection removal is performed on aligned clothing patterns, then the visual quality of the digital garment is improved, but the processing time increases
Solution Approach 1:
The patent applies local quality by performing intersection removal selectively and locally on only those clothing patterns that exhibit intersections after alignment, rather than processing all patterns uniformly. The system identifies specific patterns with intersection issues and applies correction algorithms only to those local cases, preserving visual quality where needed while minimizing unnecessary processing time for patterns that are already correctly positioned.
Data Source
AI summary
A method for arranging clothing patterns implemented on a computing device is provided. The method comprise: determining sewing relationships between clothing patterns to be transformed into a digital garment on a 3D avatar; performing iterations to process the clothing patterns, each of the iterations comprising: selecting one or more clothing patterns to be processed in the iteration from the clothing patterns based on the sewing relationships; and arranging the one or more clothing patterns to warp around the 3D avatar; and generating the digital garment that is worn on the 3D avatar by sewing the arranged clothing patterns corresponding to the iterations based on the sewing relationships.


