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| United States Patent | 5495568 |
| Link to this page | http://www.wikipatents.com/5495568.html |
| Inventor(s) | Beavin; William C. (5527 Waterman #2E, St. Louis, MO 63112) |
| Abstract | A computer system receives data describing fabric characteristics such as
weave pattern, frictional characteristics, average fibers per strand,
strand wear characteristics, and elasticity. Fabric colors and patterns
are also inputs. Data describing an individual's physical characteristics
such as dimensions and complexion are input into the computer system's
memory. Digitized photographs of an individual may be mapped over a three
dimensional image tailored to that individual's dimensions. Garment models
are placed over the three dimensional images, which reflect the inputted
fabric characteristics and color patterns. The fit is tailored to match
the three dimensional model, and shown graphically on the computer display
device. The three dimensional model moves as the individual would move,
such as raising the arms, bending, walking, or running. Motion inputs may
come from prerecorded maneuver data, or user input through such means as
computer keyboard, mouse, joystick, or other interaction devices such as
body position sensors worn by the user to accurately input individual
range of motion data. Friction between the individual and the fabric is
monitored, as well as between areas of fabric rubbing on fabric, and shown
graphically as a hot spot. User interaction to adjust the garment
dimensions can be applied to adjust for the binding. The fabric model is
affected by the motion through stretching and friction. Fabric conditions,
such as temperature, moisture content, foreign objects, and fabric defects
can be modified, and the fabric model indicating that fabric's response
may be observed as the three dimensional model moves through normal ranges
of motion. Fabric characteristics such as color and pattern may be
modified dynamically, so that the user may observe different garments. The
three dimensional model can be made to move in slow motion, real-time, or
faster than real-time to observe results. After the user is satisfied with
the garment design, it is stored in computer memory, and can be presented
in the form of a printed pattern to be placed over the chosen fabric and
assembled into an actual garment, or a set of control outputs to an
automated cutting machine may directly control cutting the garment's
required pieces of fabric to construct the accurately tailored garment. |
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Title Information  |
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Drawing from US Patent 5495568 |
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Computerized clothing designer |
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| Publication Date |
February 27, 1996 |
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| Filing Date |
December 27, 1993 |
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| Parent Case |
REFERENCE TO RELATED APPLICATION
This application is a continuation-in-part of application Ser. No. 801,914
filed Dec. 3, 1991, now U.S. Pat. No. 5,273,038, which in turn is a
continuation in part of Ser. No. 550,343, filed Jul. 9, 1990, now
abandoned. |
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Title Information  |
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Description  |
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BACKGROUND OF THE INVENTION
U.S. Pat. No. 4,984,181 discloses the means to display the resulting
pattern's and colors of a piece of fabric based on yarn strand color
patterns and weave methods, addressing only the resultant fabric
appearance.
OBJECTS OF THE INVENTION
One object of the invention is to combine fabric characteristic models with
individual subject characteristic models using various garment
configurations, and display to the observer a three dimensional
interactive image of the garment as worn by the individual.
Another object is the ability to graphically display effects of garment
wear, such as areas of high friction and excessive wear.
Another object is to provide the operator with the ability to manipulate
fabric characteristics, the individual's three dimensional model, and
garment configurations to tailor the individual's garment.
Another object is the ability to observe the garment's response to full
range of motion activities by causing the individual's three dimensional
model to move when overlaid with the garment being studied.
Another object is the ability to output a garment pattern for cutting
fabric to match the computer designed garment for a particular individual.
Another object is to utilize control signals outputted directly to cutting
tools to cut the fabric.
SUMMARY OF THE INVENTION
A computer system receives data describing fabric characteristics such as
weave pattern, frictional characteristics, average fibers per strand,
strand wear characteristics, and elasticity. Fabric colors and patterns
are also inputs. Data describing an individual's physical characteristics
such as dimensions and complexion are input into the computer system's
memory. Digitized photographs of an individual may be mapped over a three
dimensional image tailored to that individual's dimensions. Garment models
may be placed over the three dimensional images, which reflect the
inputted fabric characteristics and color patterns. The fit of this
garment is tailored to match the three dimensional model, and shown
graphically on the computer display device. To ensure proper fit, the
three dimensional model moves as the individual would move, such as
raising the arms, bending, walking, or running. Motion inputs may come
from prerecorded maneuver data, or user input through such means as
computer keyboard, mouse, joystick, or other interaction devices such as
body position sensors worn by the user to accurately input individual
range of motion data. Friction between the individual and the fabric is
monitored, as well as between areas of fabric rubbing on fabric. Friction
is shown graphically as a hot spot, and user interaction through mouse,
keyboard, or the pointing device to adjust the garment dimensions can then
be applied to adjust for the binding. The fabric model itself is affected
by the motion through stretching and friction, and based on input fiber
characteristics, the fibers stretch and break. Fabric conditions, such as
temperature, moisture content, foreign objects, and fabric defects can be
modified, and the fabric model indicating that fabric's response may be
observed as the three dimensional model moves through normal ranges of
motion. Fabric characteristics such as color and pattern may be modified
dynamically, so that the user may observe different garments. The three
dimensional model can be made to move in slow motion, real-time, or faster
than real-time to observe results. Slow motion can be used to analyze such
things as a garment's reaction through a particular motion. Real-time is
used to show the garment during normal usage. Faster than real-time shows
projected garment responses throughout it's lifespan, including failure
points and overstressed areas. After the user is satisfied with the
garment design, it is stored in computer memory, and can be presented to
the user in the form of a printed pattern to be placed over the chosen
fabric and assembled into an actual garment, or a set of control outputs
to an automated cutting machine may directly control cutting the garment's
required pieces of fabric to construct the accurately tailored garment.
THE DRAWINGS
FIG. 1 is a schematic representation of the computerized clothing designer
in the present invention.
FIG. 2 is a schematic representation of imaging data sources in the present
invention.
FIG. 3 is a schematic representation of model dynamics programs in the
present invention.
FIG. 4 is a schematic representation of user program control devices in the
present invention.
FIG. 5 is a schematic representation of user data Input/Output (I/O)
devices in the present invention.
FIG. 6 is a schematic representation of body position sensor locations to
obtain user arm motion data.
SUMMARY OF OPERATION
FIG. 1 is a block diagram of the overall system. Six major features are
described.
One feature is the user interactive devices (100) for user control data,
which may be such devices as a keyboard, mouse, display terminal, light
pen, button/dial box, touch screen, voice I/O, or printing devices.
Another feature is the imaging data (200), which may come from personal or
generic dimensional databases, fabric characteristics databases, digitized
images, and three dimensional image databases. These databases may come
directly from digital media such as computer disks, computer tape, compact
disk, or over communications link to computer networks containing such
data.
Another feature is the user interaction devices (400), which provide user
interaction data to and from devices such as data gloves, data suits,
control boxes, position sensors, force sensors, voice systems, touch
screens, or other device providing user interaction data.
Another feature is the output device (600), such as a cathode ray tube,
projection device, or helmet mounted display.
Another feature is the tailored garment I/O devices (700), such as a
printing device or link to automated garment manufacturing devices.
Another feature is the Graphics Image Generator Computer System (1000).
Within this computer system, which may be composed of distributed
computers through network (700) and connection (775), several computer
programs (1100), (1200), (1300), and (1400) run, accessing several blocks
of memory (1500), (1600), (1700). These utilize the described input and
output means to graphically display a three dimensional object that
reflects input activity and can be manipulated by the user.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENT
In accordance with the present invention, a database containing imaging
data (200), as shown in FIG. 2, among which are garment three dimensional
data (210), fabric data (220), and subject three dimensional data (230),
is input to the graphics image generator computer system (1000), as shown
in FIG. 1, through data I/O devices (275) such as tape drives, disk
drives, or communications ports. Also input are digitized video images
(240) and digitally scanned photographs (250) for application to the
graphical images.
A three dimensional volume rendering program (1100) such as "Voxel View",
which reads data (200) into memory (1500) is activated in the graphics
image generator computer system (1000). "Voxel View" is a Registered
Trademark of Vital Images, Inc., at P.O. Box 551, Fairfield, Iowa 52556,
(515) 472-7726. The preferred embodiments of the graphics image generator
computer system (1000) is the Onyx-2 Reality Engine 2 from Silicon
Graphics Inc., of Shoreline Blvd., P.O. Box 7311, Mountain View, Calif.
94037-2011.
Several methods are available to map the digitized video images (240) and
digitally scanned photographs (250) onto the surface of the three
dimensional image data stored in memory (1500), such as "PowerScene",
available from Cambridge Research Associates, 1430 Springhill Road, Suite
200, McLean, Va., 22102, (703)790-0505, FAX (703)790-0370, and a Silicon
Graphics provided graphics package call "Performer". One or both of these
programs (1200) would access memory (1500), and create resultant data in
memory (1700) ready for display generation and user interaction through
model dynamics program (1300) and graphics program (1400).
The model dynamics programs (1300), as shown in FIG. 3, include the subject
three-dimensional model program (1310), fabric three-dimensional model
program (1320), garment three-dimensional model program (1330), and user
input and environmental control program (1340). These programs read from
and write to memory (1700) containing local storage data and three
dimensional graphics image data initially deposited by the image
generation programs (1100) and (1200).
The model dynamics programs (1300) may run locally on the graphics image
generator computer system (1000), or be distributed across other available
processors (700) over processor link (775).
The model dynamics programs (1300) produces output (600) suitable for
printing, such as in standard post-script printer format, or control
sequences suitable to instruct automated cutting, or automated assembly
devices.
Fundamental operation of the subject three-dimensional model program (1310)
comprises application of the basic graphics model manipulation functions
of scaling, rotating, and translating the database three dimensional
points contained in memory (1700) for the subject model data to rotate
limbs and move about. Preferably motion will reflect user motion data
provided by user data devices (400). Skin flexibility and motion results
from common techniques such as summation of forces acting upon each
three-dimensional point, including skin elasticity, surface compression,
and external forces such as that from external garments, and adjusting the
location of each point in each of the three dimensions to zero the sum of
the forces. Friction on the body surface is calculated based on surface
coefficients of friction, normal surface forces, and motion between
surfaces.
As an example, position and orientation sensors (403), such as the Polhemus
Tracking System, available from Polhemus, Inc. of Colchester, Vt.,
(802)655-3159, are placed as shown at key locations on the subject's body,
as shown in FIG. 5. The subject three-dimensional model program (1310)
responds to the user motion data inputted through user data device link
(475), and reflects motion of the subject's arm. Positioning of the four
sensors could be at the top of the shoulder blade (Receiver R1), the end
of the collar bone (Receiver R2), the back of the elbow (Receiver R3), and
the back of the wrist (Receiver R4) to provide basic positional inputs of
the arm. Each of the Receivers reports its position and orientation
relative to a three dimensional coordinate system centered at the Polhemus
Tracking System Source unit. The system can be configured to be reported
in inches of displacement of the Receiving units from the center of the X,
Y, Z axes centered in the Source unit. Orientation can be reported in
degrees rotation about the X, Y, Z axes after translating the axes from
the Source to the Receiver. Given the four Receiver's positions and
orientations, relative positions and angles between each of the receivers
can be obtained. The rotation applied at Receiver R1 towards Receiver R2
can be calculated by the formulas:
Y.sub.rotation =arctan(Z.sub.delta /X.sub.delta) Z.sub.rotation
=arctan(Y.sub.delta /X.sub.delta) X.sub.rotation =arctan(Y.sub.delta
/Z.sub.delta)
Applying these rotations at the model location corresponding to the
position of R1 will cause the shoulder blade to be drawn with an
orientation and position that reflects the actual subject providing the
motion inputs. Next, applying the same equations with the position deltas
between Receiver R3 and Receiver R2 to calculate rotations to be applied
at the position of R2, and drawing at that point with the applied relative
rotations the upper arm member of the subject being modelled will cause
the upper arm to reflect the proper upper arm orientation. Obtaining the
rotations similarly from Receiver R3 to Receiver R4, applying them at the
position of R3, and then drawing the forearm section with the applied
relative rotations will cause the forearm to reflect the proper forearm
orientation. Using the technique well known to graphics programmers of
pushing and popping rotational matrices on the matrix stack, several
members can be rotated relative to a common base, such as the fingers of
the hand, all of which inherit the basic orientation of the hand.
After the basic "rigid" rotations of the subject model members is
completed, such as for the basic bone structure movements described above,
a summation of forces is performed at each point. Each point seeks
equilibrium, at which the sum of all forces in each axis acting upon it
are minimal. Equilibrium is approached by translating the point's three
dimensional location in the direction of it's force vector, which is the
sum of the forces acting upon it. After the translation, forces are once
again summed for each point, and more translations are applied until a
prescribed equilibrium is obtained for the overall section undergoing
motion. Other means well known to those skilled in computational dynamics
could be applied to reflect the motion of each point. These translations
reflect the "soft" tissue responses to the inputted motion.
The fabric three-dimensional model program (1320) operates similar to the
subject three-dimensional model program (1310) in that motion of each
fabric three-dimensional point stored in memory (1700) is applied to
minimize the sum of the forces acting on each point. Various techniques
for modelling fabric wear could be applied, most notably the case when
stretching forces exceeding a particular fiber's strength, causing it to
break.
The garment itself is modelled by the garment three-dimensional model
program (1330). It contains dimensions for fabric pieces connected to
construct the garment from templates, and is combined with the fabric
three dimensional model program (1320) to present the garment under
consideration. Key items modelled by the garment model are the mapping of
fabric pieces and characteristics over the subject model, and friction
resulting from the action of the fabric and the underlying model. As
stretching forces cause fibers to break, the garment model modifies the
fabric description in memory to indicate the loss of the fiber connection,
and decrements the average fiber content at the location of the failure.
Friction is calculated from standard frictional force equations, such as:
friction force=coefficient of friction.noteq.normal force. Normal forces
indicate areas of pressure, and can be shown graphically as variations in
color. Irritation caused by rubbing can be expressed as a function of
frictional force and fabric displacement. Those familiar with work and
energy equations will recognize this relationship to resemble the work
equation:
work=force.noteq.displacement
Therefore, multiplying frictional force by displacement for the current
time increment being modelled to yield work performed to move the fabric
across the skin surface will give an indication of current irritation.
Accumulated irritation can be indicated by summing accumulated work
performed at each point modelling the skin surface of the subject being
modelled, and shown graphically to the user.
The user input and environmental control program (1340) is the main
executive program controlling execution of the programs (1310), (1320),
and (1330). As well as synchronizing the programs by distributing a
request to start the next motion update time slice, it performs handling
of the user input data from user input devices (100), and outputs
requested tailored garment data (500) from memory (1700). It controls
external factors considered in the modelling program's force equations
such as humidity and temperature.
User program control devices (100), shown in FIG. 4, such as terminal
(101), touchscreen (102), light pen (103), keyboard (104), mouse or
trackball (105), control button/dial box (106), voice recognition (107),
voice response (108), or other applicable device, and user data I/O
devices (400), shown in FIG. 5, such as data gloves (401), data suit
(402), position sensors (403), or other user data source, provide user
inputs to the programs (1100), (1200), (1300), (1400), and memory (1700).
These inputs provide control for program execution, and data required for
interactive functionality.
Three dimensional graphics program (1400) is available through the
visualization phases of programs like "VoxelView", "PowerScene", or
"Performer", described for use also in data input and manipulation
programs (1100) and (1200), tailored with other available programs or user
developed programs to produce the resultant image of the garment as worn
by the subject on display device (600) through video display connection
(675).
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Description  |
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