The present invention relates to building a computer model of a garment based on a physical sample garment, and to the process of using the computer model of a garment to determine the garment's appearance on a human body.
An improved system to provide a clothing model in augmented reality and/or virtual reality is disclosed. In one embodiment, the system provides a fully simulated garment, on the user's device, in an augmented reality or virtual reality display. In one embodiment, the process uses a parameterized smart garment model which enables real-time interaction with the garment on a device such as a mobile phone or tablet, with limited memory and processing power. In one embodiment, the system permits nearly instantaneous alteration of garment sizes. Because the garment is modeled to accurately reflect physical details, the lay of the garment changes as the size of the garment or body changes.
A tandem of particle-based computational methods is adapted to simulate injury and hemorrhage in the human body. In order to ensure anatomical fidelity, a three-dimensional model of a targeted portion of the human body is reconstructed from a dense sequence of CT scans of an anonymized patient. Skin, bone and muscular tissue are distinguished in the imaging data and assigned with their respective material properties. An injury geometry is then generated by simulating the mechanics of a ballistic projectile passing through the anatomical model with the material point method. From the injured vascular segments identified in the resulting geometry, smoothed particle hydrodynamics (SPH) is employed to simulate bleeding, based on inflow boundary conditions obtained from a network model of the systemic arterial tree. Computational blood particles interact with the stationary particles representing impermeable bone and skin and permeable muscular tissue through the Brinkman equations for porous media. The SPH results are rendered in post-processing for improved visual fidelity. The overall simulation strategy is demonstrated on an injury scenario in the lower leg.
We present a new Material Point Method (MPM) for simulating viscoelastic fluids, foams and sponges. We design our discretization from the upper convected derivative terms in the evolution of the left Cauchy-Green elastic strain tensor. We combine this with an Oldroyd-B model for plastic flow in a complex viscoelastic fluid. While the Oldroyd-B model is traditionally used for viscoelastic fluids, we show that its interpretation as a plastic flow naturally allows us to simulate a wide range of complex material behaviors. In order to do this, we provide a modification to the traditional Oldroyd-B model that guarantees volume preserving plastic flows. Our plasticity model is remarkably simple (foregoing the need for the singular value decomposition (SVD) of stresses or strains). Lastly, we show that implicit time stepping can be achieved in a manner similar to [Stomakhin et al. 2013] and that this allows for high resolution simulations at practical simulation times.