From Early Draping To Haute Couture Models: 20 Years of Research
From Early Draping To Haute Couture Models: 20 Years of Research
Published online: 1 September 2005 Abstract Simulating the complex prototyping of garments along drape
© Springer-Verlag 2005 fashion garments of haute couture can motion and comfortability tests on
only be reached through an optimal animated postures. These techniques
combination of modeling techniques have been successfully used to bring
and numerical methods that combines haute couture garments from early
high computation efficiency with the draping of fashion designers, to
versatility required for simulating be simulated and visualized in the
N. Magnenat-Thalmann (u) · P. Volino intricate garment designs. Here we virtual world.
MIRALab, University of Geneva, CH-1211 describe optimal choices illustrated
Switzerland by their integration into a design and Keywords Cloth simulation · Virtual
thalmann@miralab.unige.ch simulation tool that allow interactive garments · Fashion design
In the following section, we review how state-of-the- the deformation of the surface for given values of the in-
art techniques are combined to address this challenging terpolation parameters. An equation system based on the
goal. energy variation is then constructed with these degrees
of freedom. Surface continuity between adjacent elements
imposes additional constraint relationships. A large sparse
linear system is built by assembling successively the con-
2 Garment simulation techniques tributions of all the elements of the surface and then solved
using optimized iterative techniques, such as the conjugate
At the core of a garment design and simulation system,
gradient method.
various components aim at providing an accurate repre-
Finite elements have only had a marginal role in cloth
sentation of a virtual cloth, computational features needed
simulation. The main attempts are described in [5, 10, 11].
to reproduce accurately its mechanical behaviors, and, fi-
Most implementations focus on the accurate reproduction
nally, the design features necessary to create complex gar-
of mechanical properties of fabrics but restrict the appli-
ments. The following sections detail these features.
cation field to the simulation of simple garment samples
under elementary mechanical contexts, mostly because
2.1 Mechanical simulation of complex cloth materials of the huge computational requirements of these models.
Furthermore, accurate modeling of highly variable con-
The accurate reproduction of the mechanical behavior of straints (large nonlinear deformations, highly variable col-
cloth has always been a key issue in garment simulation. lisions) is difficult to integrate into the formalism of finite
The mechanical behavior of cloth is usually measured elements, and this sharply reduces the ability of the model
using standardized protocols, such as the Kawabata Eval- to cope with the very complicated geometrical contexts
uation System (KES) or the simpler FAST method, which that can arise in real-world garment simulation on virtual
are based on the experimental measurement of strain– models.
stress curves for elongation, shearing, and bending on nor-
malized samples of fabric (Fig. 3). Different representa- 2.1.2 Particle systems
tions of the cloth surface mechanics then allow the virtual
reproduction of the behavior of cloth. An easier and more pragmatic way to perform cloth simu-
lation is to use particle systems. Particle systems consider
2.1.1 Finite elements the cloth to be represented only by the set of vertices that
constitute the polygonal mesh of the surface. These par-
Well known in mechanical engineering, the finite element ticles are moved through the action of forces that represent
method considers the cloth surface as being discretized in the mechanical behavior of the cloth, which are computed
interpolation patches for a given order (bilinear, trilinear, from the geometric relationships between the particles that
quadrilinear) and an associated set of parameters (degrees measure the deformation of the virtual cloth. Among the
of freedom) that give the actual shape to the interpolation different variations of particle systems, the spring-mass
surface over the element. From the mechanical properties scheme is the simplest and most widely used. It consid-
of the material the mechanical energy is computed from ers the distance between neighboring particle pairs as the
Fig. 6. The numerical accuracy of integration methods can be evaluated through the energy dissipation they produce on undamped me-
chanical systems (a balancing square of cloth attached along one edge). Runge–Kutta is the most accurate at the expense of very high
computation time, whereas implicit methods allow one to trade off numerical accuracy for computation speed
Fig. 7. Intricate garments require robust and accurate collision processing to identify and handle contact points between multilayer cloth
and body
the future state as a direct extrapolation from the current “backward” Euler computation would return the initial
state and the derivative. Higher-order and more accurate state. It performs the computation using not the deriva-
methods also exist, such as the second-order midpoint tive at the current timestep but the predicted derivative for
method, used for instance in early models by Volino et the next timestep. Besides the inverse Euler method, other,
al. [22], and the very accurate fourth-order Runge–Kutta more accurate higher-order implicit methods exist, such as
method, used for instance by Eberhardt et al. [8]. the inverse midpoint method, which remains quite simple
Besides considerations of accuracy, stability, and ro- but exhibits some instability problems. A simple solution
bustness, there are other key factors to consider. For most is to interpolate between the equations of the Euler and
situations encountered in cloth simulation, the numerical midpoint methods, as proposed by Volino et al. [24–26].
stiffness of the equations (stiff elastic forces, small surface Higher-order methods, such as the Rosenbrook method,
elements) require that the simulation timesteps be small however, do not exhibit convincing efficiencies in the field
enough to ensure the stability of the system, and this limits of cloth simulation. Multistep methods, which perform
the computation speed much more than accuracy consid- a single-step iteration using a linear combination of sev-
erations. Adequate timestep control is therefore essential eral previous states, are other good candidates for a good
for an optimal simulation. A common solution is to use the accuracy–stability compromise. Among them, the second-
fifth-order Runge–Kutta algorithm detailed in [17], which order backward differential formula (BDF-2) has shown
embeds integration error evaluation used for tuning the some interesting performances, as used by Eberhardt,
timestep adaptively [23]. Hauth et al. [9, 12] and Choi et al. [4].
In order to circumvent the problem of instability, im- Whatever variation chosen, the major difficulty in
plicit numerical methods are being used. For cloth simula- using implicit integration methods is that they involve
tion, this was first outlined by Baraff et al. [1]. The most the resolution of a large and sparse linear equation sys-
basic implementation of an implicit method is the Euler tem for each iteration, constructed from the Jacobian
step, which considers finding the future state for which matrix of the particle forces against their position and
From early draping to haute couture models: 20 years of research 511
Fig. 8. Robust collision detection and response are necessary for simulating intricate cloth behaviors
speed. A commonly used simplification involves lineariza- on the simulation context, considerations might be the fol-
tion of the mechanical model so as to obtain a linear lowing:
approximation of the matrix that does not evolve along
time and on which initial construction and preprocess- * For draping applications, the only matter is for the
ing allows efficient resolution methods to be used, as for method to converge as quickly as possible to the rest
example in Kang et al. [13], or even the matrix inverse state, without bothering about the realism of the cloth
to be precomputed as done by Desbrun et al. [7]. A fur- motion. Using the backward Euler method with fairly
ther simplification is to suppress completely the need to large timesteps seems to be the fastest and most robust
compute the matrix using an adapted approximation em- approach for this, particularly when using nonlinear
bedded directly in an explicit iteration. A big drawback mechanical models. This does not require the model-
of all these methods results from the approximation of ing of any damping. However, adding some viscosity
the matrix that cannot take into account the nonlineari- to the model may speed up convergence.
ties of the model (mostly those resulting from the change * When realistic motion of the cloth is expected, the
of orientation of the surface elements during the simula- second-order implicit midpoint method or the third-
tion). While this is acceptable for draping applications, order accurate BDF-2 variation will certainly help in
animations behave usually poorly because of excessive obtaining accurate cloth motion. As demonstrated in
numerical damping, which also increases as the timestep this work, these methods perform better through the
becomes large. addition of a moderate stabilization viscosity than the
The best numerical method for actually resolving the inverse Euler method or regular BDF-2. The overall
linear system seems to be the conjugate gradient method, computational gain might be twofold in some cases.
as suggested by Baraff et al. [1], with various variations * If perfect reproduction of the dynamic behavior of
and preconditioning schemes depending on how the me- the cloth is expected, the explicit fifth-order Runge–
chanical model is formulated and geometrical constraints Kutta method with adaptive timestep is still the high-
of the cloth integrated. accuracy method to consider. It does require including
There is, however, no universal solution for integrating some damping in the mechanical model. However, this
the equations of a mechanical model of cloth. Depending comes at the high computational cost needed for com-
512 N. Magnenat-Thalmann, P. Volino
puting exactly all the elements of the mesh accurately, The collision processing is therefore general enough for
which may become very high for stiff materials and handling contacts between the several garments of a com-
refined meshes. This is usually out of reach for applica- plex dress style as well as interactions between complex
tions that require the accurate simulation of complete fold patterns when animating gestures of wide amplitude.
garments with actual mechanical properties of fabrics. The model is also accurate enough for reproducing friction
behavior with precision, allowing, for example, pants to
While viscous damping is fairly easy to integrate into hold to the waist with friction alone during character mo-
a mechanical model for improving the numerical behav- tion, without “cheating” using geometrical attachments.
ior of the integration, its actual measurement on real fabric Good stability allows the simulation of complete multi-
materials still remains a challenge that needs to be ad- layer garments with millimeter collision thickness despite
dressed. This is made necessary for tackling the next step large cloth speed and tension produced by complex char-
of garment simulation, in its move from draping applica- acter motion.
tions to accurate simulation of the cloth motion, a main
factor in the beauty of garments and the people who wear
2.4 A system for interactive garment design
them.
Powerful cloth simulation methods are not sufficient for
2.3 Collision detection and response designing beautiful fashion garments, which are usually
made through a combination of highly complex patterns.
Although there are other approaches to removing the col- It is also important to give the pattern designer a tool for
lision detection process in animation including generating performing garment creation in a way that allows high-
a unified mesh for garments and the body [16], it is in- level interaction, for testing the fitting and drape, dynami-
deed one of the most time-consuming tasks when it comes cally adjusting the shape of the patterns in a trial-and-error
to accurately simulating virtual characters wearing whole scheme, just like a real designer would do with a real man-
garments [15]. The goal is to detect the contacts between nequin.
regions of the cloth with the body or other parts of the
cloth to simulate reaction and friction forces. Without col- 2.4.1 Interactive pattern editing
lision processing, all objects of the scene would behave
independently and interpenetrate. This is particularly true The high level of interactivity required by these features
when the goal is to simulate the intricate multilayer design necessitates simultaneous computation of the 3D garment
of complex fashion garments. updated immediately to each design modification done to
Many different methods exist for addressing the prob- the patterns. The solution is to provide a dual view of the
lem of collisions. In state-of-the-art systems [26], this garment, featuring both the 2D view of the pattern shapes
task is usually performed through an adapted bounding- cut on the fabric and the 3D view of the garment worn
volume hierarchy algorithm, which uses a constant discrete- by a virtual character, with tight synchronization (Fig. 9).
orientation-polytope hierarchy constructed on the mesh, Any editing task carried out in one view is directly dis-
and optimization for self-collision detection using curva- played in the other view.
ture evaluation on the surface hierarchy. This algorithm The system features a fast constrained Delaunay trian-
is fast enough to allow for full collision and self-collision gulation scheme that allows the discretization of complex
detection between all objects of a scene with accept- patterns described as polygonal lines of control points
able impact on the processing time (which rarely exceeds (2D locations on the fabric). The system allows variable
20% of the total time). Thus, body and cloth meshes discretization densities over the mesh, as well as size
are handled totally symetrically by the collision detec- anisotropy (elements elongated in a given direction), for
tion process, ensuring perfect versatility of the collision representing adaptively complete garments from large sur-
handling between the body and the several layers of gar- faces to intricate details.
ments [23]. The interactivity of the system is based on two main
Collision response can be handled using a geometrical features:
scheme based on the correction of mesh position, speed,
and acceleration [24]. This scheme ensures good accu- * Mesh mapping update: The 2D displacement of any
racy and stability without the need for large nonlinear control point of the pattern shape on the cloth surface
forces that alter the numerical resolution of the mechanical immediately updates the mesh of that pattern on the
model. This model simulates contact forces through a per- cloth, while leaving the 3D drape position of the cloth
fectly damped reaction model associated to a Coulombian constant. To obtain this, each vertex of the mesh keeps
(solid) friction model. track of a weighted sum of the pattern control points,
This collision model ensures full mesh-to-mesh col- which is computed during the triangulation process.
lision response, which can handle very complex multi- This allows any measurement or shape editing to be
layer collision configurations involving several surfaces. directly taken into account by mechanical simulation
From early draping to haute couture models: 20 years of research 513
Fig. 10. Virtual prototyping: Displaying weft constraints on an animated body (from standing to sitting). Element size is 5 mm
Fig. 11. Sketches from Marc Bohan (1946), Hubert de Givenchy (1946), Serge Guérin (1950)
The virtual garments for the Robert Piguet exhibition ing it as a detailed 3D garment. With the desired 3D shape
were composed using MIRALab’s virtual garment cre- in mind, the 2D pattern can be designed according to pat-
ation software Fashionizer, which imitates the real-world tern construction rules. If the original 2D patterns of the
tailoring process: the patterns are initially designed and sketches are available, they canbe digitized on a digital-
cut in 2D space, placed around a virtual mannequin in ization board and the obtained electronic data directly
3D space, sewn together to make a completed article of imported into Fashionizer from the CAD system. The di-
clothing, and finally simulated according to the physical mensions of the 2D patterns are also determined by the
properties of the fabric and its environment. During the an- size of the body to be dressed.
imation, the garment follows the movement of the virtual Over time, body shapes have changed due to vary-
mannequin. ing lifestyles (including practice of sports, changes in
diet, etc.). Hence, the body shape of an average woman
3.2 Design of 2D patterns of the 1940s was different from today’s body. The look
of a body silhouette in sketches is in addition a product
Taking a 2D pattern as a base is the simplest way to of the beauty ideal of a given time period. The post-
obtain a precise, exact, and measurable description of war period was characterized by the typical wasp waist.
a 2D surface, which is the representation of the vir- In virtual space it becomes possible to model the body
tual fabric. One garment is composed of several 2D according to overstated temporal tendencies since the
surfaces, the single-pattern pieces. Fashionizer is ba- body is merely a hull of polygons. In the range between
sically an editor of polygons representing clothing in a very realistic and a more abstract body, a combina-
a number of 2D polygons connected by seam lines tion of both was chosen for the virtual mannequin for
(Fig. 12). the Robert Piguet exhibition. The waist is overly slim,
To derive the exact 2D pattern shape from the 2D mixed with a typical feminine curved body from the
sketch, first the drawing needs to be interpreted by imag- 1940s.
From early draping to haute couture models: 20 years of research 515
Fig. 14. The seaming lines perform the assembly of the 3D garment
ficient, as well as viscosity and nonlinear elasticity values, The simulation must be executed until the fabric is dy-
which are the mechanical properties of the garment. namically stabilized. The resulting position is a suitable
Fabric information for the Robert Piguet garments was starting point for the simulation of animation.
based on small fabric swatches attached to the sketches. On the screen, the virtual garment appears with an im-
With a size of around 4 × 6 cm, they were too small to pressive effect of realism thanks to the mathematical and
be measured with the Kawabata Evaluation System (KES) physical models working “behind the scenes,” visualizing
or a similar method. As replacement for the swatch, cor- the behavior of the different kinds of fabric.
relative and already tested fabrics were selected for the
extraction of the physical parameters.
Textile color and quality information was additionally 3.6 Garment animation
found in handwritten form on the original sketches. Sur-
The realistic clothing animation is simulated according to
prisingly, this information did not correspond in some
the movement of the virtual actor (Fig. 15). This is pos-
cases to the fabric attached to the drawing. The small
sible thanks to the collision detection and friction with the
fabric swatches are almost 60 years old, and the original
surface of the body. The simulation parameter adjustments
shade had discolored over time. Priority was then given to
can be different from those used during the process of
the handwritten information on the sketch, and similar fab-
seaming and assembling the garment. Mechanical simu-
rics were searched from a fabric library. The chosen fab-
lation lends realism to the animation of clothing on the
rics were photographed and prepared in a repetitive way
virtual mannequin.
for texture mapping. In addition, typical buttons and buck-
In general, for the animation of clothing on virtual
les from the 1940s were photographed to be mapped as
models, the Vicon Motion Tracking System is used to
accessories.
record realistic body postures and fashion gaits. For the
Robert Piguet exhibition, poses have been recorded ac-
3.5 Garment fitting cording to the sketches, allowing a direct association be-
tween the virtual garment and the drawings. In addition,
Once texturing and garment property setting are com-
natural ways of walking have been recorded.
pleted the “fitting” of a garment can be started by perform-
ing a mechanical simulation, which brings the surfaces
together along the seam lines (Fig. 14). 3.7 Results
The surface deforms according to the shape of the
body. The simulation engine first uses a simplified me- The system described above makes it possible to re-
chanical model, which is optimized for speed by leaving produce haute couture garments from the 1940s based
the physical parameters and environment parameters out on sketches. The system successfully simulates garments
of the calculation. After this first simulation, where the close to the body as well as loose and complex garments
garment conforms to the shape of the body, a second me- with realistic folds or localized rigidities (Fig. 16). The re-
chanical model is made for the actual simulation. In the sult obtained shows the versatility and the robustness of
second mechanical model all parameters are taken into ac- the Fashionizer software for the creation and simulation of
count. fabric in various contexts.
From early draping to haute couture models: 20 years of research 517
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From early draping to haute couture models: 20 years of research 519
NADIA M AGNENAT-T HALMANN has pioneered PASCAL VOLINO is a computer scientist and
research into virtual humans over the last 25 researcher. He studied engineering sciences in
years. She obtained several Bachelor’s and Lyon, France and graduated in 1992. He then
Master’s degrees in various disciplines (psy- joined MIRALab, University of Geneva, and has
chology, biology, and chemistry) and a Ph.D. in since been working in various areas, including
quantum physics from the University of Geneva. techniques for collision detection, mechanical
From 1977 to 1989 she was a professor at the simulation, and user interaction. He obtained his
University of Montreal and led the research lab Ph.D. in 1998. His dissertation was on garment
MIRALab in Canada. She moved to the Univer- simulation. He is currently involved in several
sity of Geneva in 1989, where she founded the European projects related to cloth simulation,
Swiss MIRALab, an internationally interdisci- virtual garments, and hair animation.
plinary lab composed of about 30 researchers.
She is author or coauthor of a very large number
of research papers and books in the fields virtual
human modeling and augmented life. She has
received several scientific and artistic awards
for her work. Recently, in 1997, she was elected
to the Swiss Academy of Technical Sciences
and has been nominated as a Swiss personality
who has contributed to the advance of science in
the 150-year history of the Swiss Confederation
Parliament. She is editor-in-chief of the Visual
Computer Journal published by Springer and
coeditor-in-chief of the Computer Animation &
Virtual Worlds journal published by John Wiley
& Sons.