Abstract

Abstract A realistic computerized simulation of double-bar plush fabrics can result in a time-saving development process with high quality. Based on basic analysis of jacquard principles, a fast 3-D simulation method of warp-knitted plush fabrics is proposed by using a geometry shader on GPU. Firstly, pile areas and non-pile areas are identified according to the jacquard design graphs and chain notations. According to the directions of observation and raised pile, two layered chips are formed in the geometry shader with an approach of multi-layered textures. To ensure that the simulated piles resemble the real ones, the directions of the piles are randomized with the Perlin noise method. One pile is generated along its length with numerous layers in the plush fabric model. Simulation results of piles on both the technical face and technical back are obtained via the model built above, which is confirmed with practicability and efficiency. This 3D simulation approach improves the visualization appearance of piles just as they are actually raised.

Highlights

  • Double-bar plush fabrics with jacquard patterns are produced on warp knitting double-bar raschel machines and widely used in various products, such as blankets, clothing and lining, man-made furs, bedclothes and toy fabrics

  • Due to complicated techniques of jacquard patterning and an unpredictability of design results, the fabrication of patterned plush fabrics is quite time-consuming and uneconomical, which reveals an urgent need for real-time CAD simulation of the appearance of fabrics to help craftsman check design results in the drafting process

  • The knitting and jacquard principles of double-bar plush fabrics with jacquard patterns are analyzed in this paper

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Summary

Introduction

Double-bar plush fabrics with jacquard patterns are produced on warp knitting double-bar raschel machines and widely used in various products, such as blankets, clothing and lining, man-made furs, bedclothes and toy fabrics. This method firstly generated a tuft of plush via the particle system and collected numerous sampling textures on different layers to map them on a set of meshes to form plush effects It shows advantages in both visualization results and rendering efficiency, making it the basis of further researches. Lee[14] presented a model in which normal vectors of meshes were affected http://www.autexrj.com by gravity, wind and customer’s interactions It improved the randomness of piles’ appearances by displaying both straight piles and lean piles, which was applied into simulation of fur garments. Zhang[15] applied Lengyel’s method into the simulation of single-jacquard patterned plush fabrics He generated texture layers by employing restrictions to random vertexes, which enabled the piles to have minor offset in a small scale. It determines ttithhearanno4gff5es°se.tfλroodfmept0eile,rmtoyina3,er6ns0s°t.haeTnhdo.,effissoefftussde, uitraelolclcytiaotsnioentoft(opx,ilaey,yvzaa.)rluncesa,nlaenbsdes computed throu. gh

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