This study uses sustainable development theory to analyze China’s garment industry, which has been under pressure of high energy consumption, excess capacity and environmental pollution. The purpose of this work is to explore customized platform effectiveness on fashion design and production by the integration of clothing ceo-design (CED) and clothing life cycle evaluation. By cooperation and data analyses, garment companies come into being, which provides information for the study on customized platform effectiveness. Meanwhile, this paper begins with addressing the potential problems for fashion design, production and inventory management, making a distinction between garment virtual design (GVD)and personalized garment customization (PGC) and suggesting a useful computer-aided approach for fashion design and production process. The data and information were gathered from garment companies in China. This work presents the findings from case study research into sustainable improvements for fashion design and production in the garment industry; in this way, the level of customized platform may be compared and analyzed, which is a significant growth point of sustainable improvements for this research and practice domain.
This paper focuses on the better performance between the garment simulation result and the simulation speed. For simplicity and clarity, a notation “PART” is defined to indicate the areas between the garment and the human body satisfying some constraints. The discrete mechanical model can be achieved by the two-stage process. In the first stage, the garment can be divided into several PARTs constrained by the distance. In the second stage, the mechanical model of each PART is formulated with a mathematical expression. Thus, the mechanical model of the garment can be obtained. Through changing the constrained distance, the simulation result and the simulation speed can be observed. From the variable distance, a desired value can be chosen for an optimal value. The results of simulations and experiments demonstrate that the better performance can be achieved at a higher speed by saving runtime with the acceptable simulation results and the efficiency of the proposed scheme can be verified as well.
To realize 3D garment simulation online and show the wearing effect of different body types, a method for rapid parametric human modeling is proposed in this article. The parameterization consists of two phases. In the first phase, the characteristic parameters of the sample model are extracted according to the different types of feature information. In the second phase, the deformation is realized by combining the axial deformation method and the radial weight. Thus, according to contrasts between the input measurement and the sample sizes, parametric human modeling is realized by deformation of the sample model. In the deformation stage, the axis curve is simplified to the straight-line segment in the axis deformation method, reducing the calculation. Comparative analysis and the results of experiments demonstrate that the better performance can be achieved at a higher speed, and this method realizes real-time parametric human modeling.
This research investigates the compressive property of a novel composite based on a weft-knitted auxetic tube subjected to a quasi-static compression test. In order to maximize the influence of the fiber content on the compression test, a Kevlar yarn was used in knitting the tubular samples using three different auxetic arrow-head structures (i.e. 4 × 4, 6 × 6 and 8 × 8 structure). A quasi-static compression test was conducted under two different impact loading speeds (i.e. 5 mm/min and 15 mm/min loading speed). The results indicate that the energy absorption (EA) property of the auxetic composite is highly influenced by the auxeticity of the knitted tubular fabric.
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.
To achieve the efficiency and specification of the flat-knitted uppers design, the basic patterns of uppers are made from shoe lasts based on the research on the characteristics of human’s feet and wearability requirements on uppers. The knitting technology for half-shaped and fully shaped uppers was formed after the shear deformation of basic pattern and combination with flat knitting technology. As regards to the functional requirements on key parts of uppers, the structures of flat-knitted shaped uppers were intensively analysed and studied, dividing them into two categories (functional structure and decorative structure), discussing the knitting methods and advantages of different structure, and finally experimentally proving that the planar pattern of flat knitted uppers can apply to the design of flat-knitted uppers and achieve the combination of functionality and artistry of sneakers after combining with structural changes, with a great significance on the achievement of the efficient production of uppers and the enhancement of its commercial value.
In order to create realistic loop primitives suitable for the faster CAD of the flat-knitted fabric, we have performed research on the model of the loop as well as the variation of the loop surface. This paper proposes an interlacing point-based model for the loop center curve, and uses the cubic Bezier curve to fit the central curve of the regular loop, elongated loop, transfer loop, and irregular deformed loop. In this way, a general model for the central curve of the deformed loop is obtained. The obtained model is then utilized to perform texture mapping, texture interpolation, and brightness processing, simulating a clearly structured and lifelike deformed loop. The computer program LOOP is developed by using the algorithm. The deformed loop is simulated with different yarns, and the deformed loop is applied to design of a cable stitch, demonstrating feasibility of the proposed algorithm. This paper provides a loop primitive simulation method characterized by lifelikeness, yarn material variability, and deformation flexibility, and facilitates the loop-based fast computer-aided design (CAD) of the knitted fabric.