Video summary
The "Pattern Magic" project, developed by Conlan Olson and Noah Toyonaga with funding from the David and Helen Gill Brown Institute for Media Innovation, seeks to transform over 60,000 historic two-dimensional sewing patterns from the University of Rhode Island's Commercial Pattern Archive into accurate three-dimensional garment reconstructions. This initiative aims to establish an interactive repository for historians, artists, and educators, grounded in the theoretical understanding that different media representations serve distinct purposes and are not easily interchangeable. By drawing parallels between architectural drawings, origami crease patterns, and clothing plans, the researchers highlight the complex gap between flat digital data and volumetric reality, emphasizing that bridging this divide requires sophisticated infrastructure rather than simple conversion.
To achieve this ambitious goal, the team has refined a four-step technical pipeline designed to handle the messy, uncontrolled nature of physical archival materials dating back to the 19th century. The process begins with scanning fragile, wrinkled tissue paper patterns using specialized overhead cameras and roller scanners, followed by computer vision techniques that clean raster images and convert them into vectorized contours. Subsequent steps involve identifying which edges must be sewn together based on geometric analysis and logical rules, and finally simulating the drape of fabric panels over a mannequin using physics-based software. This workflow stands in contrast to reverse-engineering tools that generate patterns from 3D models; instead, it focuses on faithfully reproducing existing historical designs while acknowledging the limitations of current textile simulations, which often lack the complex physics needed to accurately model friction and acoustic properties.
Beyond technical execution, the project addresses critical issues regarding data integrity, bias, and scalability within the fashion archive. The researchers explicitly note that the source material contains demographic gaps, such as a predominance of patterns for specific body types, and argue that their constructive pipeline avoids baking these biases into a model, unlike large deep learning systems that might perpetuate existing limitations. They also propose strategies for handling incomplete patterns caused by historical damage or donation processes, suggesting the use of placeholders for missing pieces while leveraging out-of-copyright files for remixing and educational purposes. Ultimately, the project represents a significant evolution in pattern encoding methods, moving from multi-garment sheets to modern formats that allow users to download, modify, and re-upload data without replacing the original design process with artificial intelligence prompting.
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This is the first lecture of the 2026
MSCDP conversations with practitioners.
Thanks everyone for coming. So this
lecture series is paired with the summer
intensive that you are all in now for
the MS computational design practices
program which started last week. Being a
short intense three semester program in
which students are both learning a ton
of new skills and developing research
frameworks to apply them within. This
lecture series typically serves as a
kind of introduction of various points
of reference for practices that students
may engage with in the coming year.
Speakers themselves that we're
introducing you all to are diverse pra
practitioners from across computational
design practice offering a range of
perspectives on design, technology,
engineering, and architecture. This year
we'll start with Ka Nelson and Noah
Toyanaga. Hi Noah, nice to meet you. Um,
and who I will introduce more formally
in a moment. And then for each Tuesday
throughout the end of July, we will have
four more speakers. Luchia Rebelino next
week, Tiffany Sang, and then Lorenzo
Vagi to close off on July 28th.
Today, Conland and Noah will present
Pattern Magic, a pipeline that converts
more than 60,000 historic 2D sewing p
sewing patterns from the University of
Rhode Island's commercial pattern
archive into accurate 3D garment
reconstructions. The project aims to
publish an interactive repository and
tool set that lets historians, artists,
and educators explore and reuse both the
original patterns and the additional
models. Pattern magic is funded by a
magic grant from the David and Helen
Girly Brown Institute for Media
Innovation, a collaboration between
Columbia University and Stanford
University. I personally became aware of
the project when we had the CDP final
review last semester at the Brow
Institute for Media Innovation and I
just kind of saw the room that you all
had converted into a giant scanner more
or less.
Um to introduce each of the speakers
briefly, Coleman Olsson is a PhD student
in computer science at Columbia
University advised by professors Tony
Patasi and Rich Seml. They study social
aspects of computation focusing on
algorithmic fairness, privacy, and
applications of computational methods to
the humanities. Their background is in
math, theoretical computer science, and
education. Noya Toyanaga, who's joining
us on Zoom, is a physi physicist and
artist. They earned their PhD in physics
from Harvard University in May 2025.
They are drawn to the mysteries and
delights of the everyday, which they
explore and try to explain through
theory, computation, and experiment
driven by geometric intuition. Their
doctoral work reflects upon the genius
of nature, the fatal mechanism of viral
infection, the wisdom of craft, the
ficundity of origami, and the beauty of
the quotidian, the complexity of
wrinkles in a piece of cloth. Stanford
Noah studies the geometry and mechanics
of soft membranes decorated by seams, a
geometric motif that underlies the
patterns drafted by a tailor and the
microscale mechanisms evolved by
single-sellled organisms alike. I'll
turn it over now. Thanks both.
Um, okay. Uh, thank you for having us.
Thanks, Adam, for for inviting. Um, it's
really exciting to be able to talk to
you all. Uh, was looking up, [snorts]
um, some of the other things going on in
this program, and a lot of it seems
really interesting to Noah and I. So,
um, yeah, we're happy to be here. Um,
I'm Conlin. I'm a I'm a student at
Colombia over in the engineering uh,
side of campus. Um, Noah, do you want to
just say hi? Just make sure your audio
is working.
>> Yes. Hello. Um, sorry I can't be there
in person, but good to be with you.
>> Um, and so Noah and I are working
together on um a project we're calling
pattern magic. Um, and so um, so this is
a picture of some of the type of objects
that we're working with. Uh, so raise
your hand if have you seen a sewing
pattern before?
Some people. Yeah, they're they're
beautiful. They're these interesting
diagrams. Um, and so each pattern like
this represents more or less a garment.
Um, but as you can see, the
representation of the garment on this
slide here is really different from the
representation of a garment. Uh, for
example, like seeing it in person. And
so our project is going to be working in
this space of representing garments and
getting better and better at moving from
one representation to the other.
Um, great. Um, today we're going to talk
about um, we're going to sort of take
this talk in two parts. So we're going
to start out actually with a zoom out
and talk more generally about the role
of representation in design. Um I think
this both provides some motivation and
some sort of theoretical grounding for
then what we're going to talk about in
our project pattern magic in the second
half of the talk. So there's going to be
two halves. The first half is going to
be less attached to garments. It's
actually not going to be very attached
to garments at all but hopefully it tees
up the second half uh well. So um let's
start talking about the role of
representation in design. Um so what do
I mean by um a representation? Um here
we have on on this slide we have two
very different types of media. Um on the
left hand side we have text. Okay. So
text as a type of media has many
representations. You could have the
physical bound book. You could have a
website. You could have a stream of ASKI
characters that generates the website.
And so these are all different
representations of the same text. Um,
you might be thinking text, these
representations are not that far apart
from each other. We sort of are quite
good at moving between textual
representations these days. We have
printing presses. We have hypertext
markup. Um, many people can read and
write. So text representations maybe
don't seem too different to you. But on
the other side of the slide, you'll see
two representations that are really
different. And so what this is is um
it's a uh 3D model of a flu protein.
This is a glyoprotein on the surface of
a flu virus that facilitates entry into
into a infected cell. Uh so this this
sort of like 3D picture here is what
this virus kind of looks like. It's sort
of stylized, but it's sort of what it
looks like. On top though is a
representation of the exact same
protein, the exact same glyoprotein. So
on top what you see is this string of I
mean there's a label of of what we're
looking at, but then you see the string
of letters. And so what this is is a
representation very concise
representation of the sequence of amino
acids that makes this protein what it
is. And so these two representations are
of the exact same object, but they're
very different. And one might be useful
for one thing. You know, I can go look
at the um the 3D solid and look at some
receptor sites or I can look at the
string of um the string of letters and
notice like um you know point mutations
in this flu like glyoprotein. Um
moving between these representations in
contrast to what we saw for text is very
non-trivial. So the process of moving
from an amino acid sequence to a 3D
structure is the subject of a whole
field of computational biology. Um and
um so unlike in text where we can sort
of skate between the representations
fairly easily, you can probably consume
any of them that you want, here they're
very different and moving between them
is very difficult. So um this this some
illustration of like how different
representations could be. And I'm going
to now talk about a bit more um in depth
this example from architecture. So we're
at GSAP. So maybe you some of you have a
background in architecture, which is
more than I have. Um but I want to I
want to talk about architecture because
I think it shows succinctly why
representations are just as important to
design as the underlying object,
whatever that means. Okay. So here we
have two representations of the same
object. Um this is a trump designed by
this uh French Renaissance architect um
Philbert Delor. Um on um on the right
here is a perspective drawing. So it's
supposed to you know look the way that
it would look to a to a human eye um of
what this trump looks like. This is
actually not a very good perspective
drawing. Um if you're if you're a good
uh drawer, you can can analyze it. It
has multiple vanishing points. It
doesn't quite nail what this thing
actually looks like, but it's a shot at
representing this trump.
Um, arguably that is not really what
Delor designed. Delarm designed
something that's better represented by
the picture on the left. So that is this
diagram that shows you it's I think very
hard to parse and requires some like an
more extended caption to really
understand. So, I'll gloss it a little
bit, but um here is all the rays
radiating out from the corner and then
uh this ramped arch uh represents what
the contour of the outer edge of this
trump looks like. And then these
diagrams are construction lines that
tells you how long to make each ray.
Okay, so a much more technical diagram
in some sense less intuitive, but in
another sense more accurate to
Delaware's design.
Um, this is a modern drawing that is
closer to what this thing would actually
look like. So, arguably this is closer
to what Delor designed in his head. And
finally, this is another representation
used by the stone cutters who actually
cut the stone to make this form. So, a
third representation that's useful for
someone making this this design.
Um,
and uh before we leave architecture, uh
one more example from uh designer Frank
Gary. Um, here's two buildings by Frank
Garry. The one on the left is the
Wiseman Art Museum in Minneapolis,
Minnesota. The one on the right, um, is
the Experience Music Project, now called
MOP, in Seattle. U, these are both like
very complicated buildings. Uh, sort of
like Gary's Hallmark are these. They're
not boxes. They're something more
complicated than a box. Um, and these
two buildings were represented in pretty
different ways in the construction of
the buildings. So, the Wisemen um that's
the building um over here that's been on
the left was constructed and um
represented using pretty traditional
methods. So, these are drawings from the
architects who built this building. Um
and they're they're drafted. Um the they
were given to builders who then read off
these diagrams and like cut the steel
facets to make this complicated facade.
Um you'll notice a lot of coordinates, a
lot of very specific uh numbers that I
can read and understand and measure. Um
you'll also notice that the lines are
largely composed of things that you can
draft. So line segments and arcs of
circles. Um so though the though the
form is very complicated, it does have
to be something that you can draft
because you have to be able to represent
it in order to build it. Finally,
there's this uh very nice. So, Gary
wants this T-shaped intersection. Uh,
and how does a builder actually build
it? Well, they need to know how to cut
the steel that they're going to roll
into the pipe and weld together. So,
again, a representation of that
three-dimensional form uh is sort of
essential to actually making it.
In contrast, this is the Seattle
building, the Experience Music Project.
This was an early building where Gary
used uh computerized modeling methods.
So he was using uh tools built for
aerospace industry but using them for
buildings. And so this is a very
different representation from the draft
drawings that we saw earlier. Now he can
make these forms that are not line
segments or arcs of circles. Uh there's
these complicated curves that are
mathematically parameterized. Um and so
this this allows him to make these
shapes that are sort of borderline
unbuildable with traditional techniques.
Um so on one hand this is a story of
increasing representational
uh possibilities allowing Gary to build
something cool. Um on the other hand
being able to move from a representation
like this to a physical building uh was
a whole required a huge infrastructure
um you know investment uh it is not
always so I think back to the theme of
like moving between representations is
non-trivial moving from this
representation to a physical
implementation required rethinking what
architects had done for a long time. Um,
and so I think the sort of twist here
that maybe you can take away is this
this claim from an architect and
educator for scary that the the present
condition of the phenomenon is that the
building is the representation of the
drawings that preceded it. So my hope
here after going through this is that um
you sort of believe the idea that
representing your design is just as
important as having the idea in your
head of what you want to build.
representation enables design and
translating from representation to
design and between different
representations is quite difficult. Um
okay so now we've talked you know in
sort of generality about representation
um now we're going to talk about um
pattern magic and so Noah is actually
going to start with a slight redirect to
origami.
>> Yeah. Um, so
I guess you know part of my PhD I
studied origami. So it's very familiar
to me. But also I I
find at least from the conversations
that I've had that um it's more likely
someone has folded origami than they
have sewn a garment. I don't know what
that says about um where we're at in the
world, but uh that that is what I find.
Um and so this shape here, if you folded
origami at all, um in fact represents a
crane. And it does so through uh this is
called a crease pattern. The um red and
blue lines indicate different directions
of folding. Um and if you only look at
the left um you might not be able to
guess what this becomes. On the other
hand, uh if you take a look at the
right, these are the instructions for
how to make that crane. And uh you see
sort of step by step how to produce each
of the creases that ends up you know
being represented on the left. Um but
you get it in a more uh
digestible manner. Um and this
you know maybe you might say oh well the
one on the left I could kind of squint
my eyes and I've folded enough trains I
know what it is. Um if you go to the
next slide, Conlin,
uh I would argue probably this one you
could not. Um so this is a origami
surface that's you know been optimized
to form this doubly curved uh layer and
in this case you have thousands of folds
all of which need to be articulated at
the same time to produce uh this
three-dimensional um surface. And so
this is the type of flavor for what we
are thinking about doing um with
clothing patterns. Um uh I'll turn it
back to you Conlin.
>> So in a clothing pattern similarly the
goal is to represent a three-dimensional
form as a two-dimensional sort of plan.
Um and so here we see um this is a
pattern for a zoot suit uh produced by
Lakma. Um, zoot suits are uh really cool
and interesting garments. They um sort
of were originated actually from a
British cut but then were brought into
uh the US and used in uh you know
popular in the jazz dancing scene
especially among African-Americans and
immigrant communities. Um and there's a
lot to be said about the history and the
social the like social importance of a
zoot suit. And so um I am now showing
you know I have a two dimensional slide
and so I want to show you a zoot suit.
I'll show you a two dimensional
representation of a zoot suit, but you
might complain that you don't actually
know what a zoot suit looks like. Um, a
very experienced sewer would actually be
able to squint at this pattern and know
what a zoot suit looks like, but we're
not assuming that's very common. That in
fact, like I'm not a good enough sewer
to do that. It requires someone who has
seen a lot of patterns. And so this
representation is sort of powerful in
some ways, but it's missing the point.
Um, and so here is now a rendering of
what this suit looks like. Um, and we've
actually gained a lot of information.
Uh, we've gained, first of all, they
chose a fabric and a pattern. Uh, we can
now see how the suit drapes. Uh, it's
more intuitive for us. We can maybe,
it's not moving, but we can maybe
imagine how it moves when you're
dancing. Um, and you get a much better
picture of this of this object. So, um,
in some sense, we've lost information.
for example, I don't know what's on the
back of the jacket here. Okay, like
maybe that's not a huge deal though
because we've gained this sort of visual
richness. Um, and so these these two
representations are just useful for
different things. I can't really make a
zutsu from this one, but I also can't
really understand what it looks like
from this one. Um, like it like was the
case with the flu protein. Um,
translating from this representation to
this representation is not so easy. Um,
and so that is sort of the subject of
pattern magic. Our goal is to work with
uh these these patterns and bring them
to life as 3D representations. So here
you see uh all on one side three
different representations of one
garment. Uh this is this um very
delicate u object which um you see as in
physical form. I mean a photograph of
the physical form um on that side. you
see in pattern form on this side and the
middle you see a 3D rendering moving
between these representations all all
arrows from representation to another
are tricky um so for example moving from
a physical garment to a pattern is a
very common task for for example a
museum conservator okay that's not our
goal our goal is to go from pattern to
3D rendering
um and Noah's going to talk about uh why
we're starting with patterns
>> yeah So uh
basically this story all begins um with
this archive uh the commercial pattern
archive or copa for short. Um and this
is a collection within the University of
Rhode Island which is in Kingston, Rhode
Island if anybody um has been there.
Very quiet university town. Um but they
have this really remarkable um library
that uh was started by Professor Joy
Emory um who was an avid pattern
collector. Um and patterns just to be
clear were never considered objects sort
of uh worthy of archiving at least as
they like were initially being produced.
and they're being produced from the uh
1850s onwards, which exactly coincides
with when the home sewing machine was uh
being produced. So, Singer made the
first home sewing machine. Fun fact is
that uh that sewing machine was the
first object you could buy on credit.
So, the predecessor to credit cards and
sort of home like individual loans of
all type was the sewing machine. That's
how important this uh invention was to
modern history. Um, but if you buy a
sewing machine, you need to know what to
sew. And so this entire industry sprung
up of producing patterns for home
seists, primarily women homemakers to be
able to sew clothes for their families.
And like many objects associated with
women's work, this was not, you know,
considered uh something that should be
collected, dated, um, and kept in a
museum. So, we've lost hundreds,
thousands, tens of thousands um of
patterns over the years, but thanks to
some uh collectors such as Joy Emory,
the professor, but Betty Williams is
another famous collector whose
collections have been consolidated with
the commercial pattern archive. The
fashion institute of technology also
collects a number of patterns which also
have been collected in the commercial
pattern archive. Basically, all of these
sort of disperate sources have been uh
put together and housed um at this
library in Kingston, Rhode Island. And
now they have around 60,000 to over
60,000 uh clothing patterns, which just
to put this in perspective is of the
same order or maybe slightly larger than
the number of items in the Met Costume
Institute, which gets a lot more press.
So, you've probably heard of the latter
um if not the former. So, what does it
actually look like? Um, we had the we've
had a couple opportunities to go visit.
Um, Colin, could you click to the next
slide?
And if you go there, um, the extremely
kind librarians will take you to the
back and show you just rows and rows of
filing cabinets. Each of them, uh,
associated with a specific pattern maker
and date. Um, and inside of those are
these little packets of folded up very
delicate tissue paper. Um, and so here's
one. Um, on the right you can see how
small it is. It's about the the size of
your hand. Um, and this is again because
these were to be distributed um to
individuals and so they needed to be
very compact to to be mailed and sold.
Can you go to the next slide?
In addition to sort of these traditional
I guess uh patterns that just show you
how to make one garment um they collect
a lot of ephemera associated with
patterns. So in the upper right hand
side of this slide you'll see a number
of photographs and these are photos from
uh publications used to advertise
patterns. So, um, Vogue Fashion, um, the
the magazine, uh, actually started as
essentially an advertising, um, magazine
where all of the photos in it were, yes,
showing you beautiful clothing, but not
so that you could go and buy those
clothes, but so that you could go and
get the pattern that Vogue Pattern
Company produced.
So that it was the first time I had
learned that about um Vogue when when we
went to visit and it was fascinating.
They also collect uh all types of other
supplements and magazines and basically
anything associated uh with home sewing.
They also have a digital version um of
this repository if you could go to the
next slide conlin that you can go to
online right now um or after this talk
uh and you can scroll through their
website and they have these things all
laid out um in a pretty legible uh
format where you can see you know what
type of item is it uh what is the
company that produced it the pattern
number and then they also typically have
a scan of the package package. Um,
again, they come in these little uh
couple inches by a couple inches
packages uh which often have an image uh
of the the garment either like rendered
or sketched. Um, but that that's it.
They don't have scans of the actual
patterns, which is something we'll get
to in a second. Um, next slide.
So, I just wanted to walk through what
you have when you have one of these
patterns in your hand because I I know
some folks might not have seen one of
these before. Um, but this is what the
outer packaging of this uh men's shirt
um looks like. And so, if you click
again, Conlin um I just wanted to
highlight a few features. They usually
come in different sizes. So, it'll it'll
tell you the size. There's a pattern
number. This is uh an index used by the
pattern maker. Um what's interesting is
that they weren't very careful and so
these repeat sometimes. So pattern 9994
uh there might be three or four
instantiations separated by 20 years. Um
and so you just kind of have to keep
track of what they actually are and
that's a whole archival problem that the
library thinks about a lot. Um,
another interesting feature is that even
though, as you'll see, this contains
just one set of diagrams and
instructions, there's actually multiple
garments the Saturn will produce. And
so, you'll see here uh on the lower left
hand side, in addition to the orange
shirt, there is sort of three variations
that you could make. And the
instructions will show you how to do
that. And then on the back, um, you
know, I just wanted to highlight how
information dense just the packaging is.
Uh there's this little diagram that
tells you, you know, you need to pick a
fabric to sew this out of, but for this
specific design, it needs to be a knit.
It needs to be stretchy. And uh this
indicator here tells you exactly how
stretchy does your fabric need to be. If
it if it can't stretch from the black
line to the white line um or to to the
end of the box, uh the shirt isn't going
to fit very well. So all of these little
details are put together in these
incredible packages. Um, and we haven't
even gone inside. So, let's go inside.
Next slide.
So, this is the actual pattern and I've
roughly made this scale slide to scale.
So, you can see package inside of it is
this very folded up um set of papers and
the folding up presents its own set of
problems. Um, but yeah, we'll we'll get
to that in a second, I guess. Um, this
is just what it looks like. Uh, and
again, you have this incredible
information density. Uh, could you click
again, Conwin?
I won't go through all these in detail,
but you have different types of notation
indicating different sizes, how you're
supposed to cut this thing. In fact,
this uh pattern panel on the left, uh
you need to cut on the fold so that you
get two symmetric um sides. You have
different names for panels, different
notches that indicate where things are
supposed to line up. Um just all of this
information that there's specific
notations associated with this pattern
maker that change over time. um all on
this that we have to understand. Next
slide.
Um and then finally uh there's a set of
instructions much like those origami
folding instructions uh that tell you
the seist
here you know if I have my fabric and I
want to sew
shirt number one cut out this subset of
the panels and then sew them together in
this way. And actually, it's it, you
know, if you read these instructions,
you do have to pay attention because
it's like skip step three if you're not
making the long sleeve shirt and so on
and so forth. Um, but this is all the
information hopefully that you need uh
to assemble your garment.
Okay. Uh,
yeah, and again, I'm just highlighting a
few things here. Uh, this is what just
one set of the garment looks like. And
yeah, there's just these amazing
diagrams all handone on here. Um, I
don't know. I I just find them so
beautiful to look at. Okay. Uh, next
slide.
Uh, okay. The next slide. Um, so what is
pattern magic? At the end of the day,
what are we trying to do? What we're
trying to do is go from this thing, I'm
going to hand you this package of papers
on the left and I want to produce for
you uh this image on the right which is
a 3D rendering of that shirt. Um full
disclosure, I made this um myself
somewhat manually. Um and this is just
to show you like what is the like the
full pipeline, what is the dream. This
is very work in progress. And so we're
going to go through um how we are are
are working through the various steps
associated with how do you go from one
of these to the other. Can you go to the
next slide? And so we're going to break
this down into sort of four main steps.
Um you start with the package. You hand
me the package and first I need to scan
what's inside of it. Then I need to
parse sort of render into a
computational pipeline all of the lines
and diagrams and indicators we saw in
the previous um example. I need to
figure out what pieces go together. We
call this edge identification but in in
sort of reality this is a lot like
understanding what is in those
instructions which edges need to get
sewn together in order to make the
shirt. And then finally uh you know all
of this is living in the computer. we
need to simulate, we need to produce
this picture um that you end up seeing
on the right hand side. So, I'll let
Conlin go through the first couple of
these.
>> So, like Noah said, the first step uh
when we have our our package of papers
um is to at least get them into the
digital world. Uh so, we have two ways
of scanning these things. These things
are first of all to say they're hard to
scan. Um so, they're really big. Um,
[clears throat] so like a pattern. I
mean, generally the pieces are going to
be really lots of different sizes, but
like the big pieces are like several
feet by several feet. Um, they're on
tissue paper, which wrinkles really
easily and is fragile. Um, and some of
them have been cut out by someone who
sewed it. Some of them have not. Um, so
they're sort of a mess um to scan, which
has been um like a fun a fun like
physical project to work on. Um, we have
two different methods that we're using
to scan. Um, we started with maybe the
the most uh straightforward idea, which
is just to mount a camera overhead and
take a picture. Uh, we mount it under an
acrylic slide to sort of try to get out
some of the wrinkles. Um, work on
lighting it as best we can and we get,
um, you know, pretty good images out of
this. Um, a lot of the things later on
in this slideshow are from images taken
by a camera. Um but a little bit better
than that is uh we also have running
this big uh roller scanner which lives
at Stanford and Noah runs that and uh
that one gets you um you might be able
to tell a little bit nicer pictures. Um
deals with the wrinkling much better
because it's being rolled between
rollers. Um you do as before have to uh
have like a a sheet coating it. So
instead of a big acrylic slide, it's
this um flexible um backing and cover.
Um and uh and it it is it's somewhat
timeconuming to actually unpackage these
patterns, unfold them, mount them on the
plastic, run them through the scanner,
and get out your image. Um so there
there is a bit of a physical bottleneck
just manipulating these objects. Um and
yeah, Noah and some research assistants
at Stanford are hard at work at that. Um
and then once we have these uh these
digital scans, now we have to try to
understand them as pattern pieces. Um so
this is uh so we're calling this step
sort of contour extraction. We're trying
to understand the information that's on
this scan. And so we might start with a
scan like this. I mean it's already been
cleaned a little bit actually uh from
the raw image. Uh we do some like
background removal and normalization.
Um, but this is uh just some very
standard image processing techniques.
Okay. And then we're going to try to
understand there's like some stuff out
here which is just the paper. There's a
bit of the slide that you can just see.
And so we're going to try to remove all
of that on the outside and then also
flood the inside so that we're not
accidentally chopping a panel up into
multiple pieces of fabric. Um, so that
will give you this is all still at the
pixel level. So this thing is
represented as this raster image and
we're just manipulating pixels to try to
get uh this this cleaner representation
of the panels here. Um this is all done
using pretty standard off-the-shelf
computer vision techniques in OpenCV. Um
there are of course fancy deep models to
do computer vision. Um generally though
uh the out of the box things have been
working pretty well and um I think yeah
custom tuning your own computer vision
model is like not so easy and I think uh
it's actually not clear that that would
be much better. So uh sticking with the
standard toolkit I think has been uh
successful so far. Um so now we have
this cleaned up but still rasterized
image. Um and we actually want to
understand this uh vector
representations. I don't really want to
think of a panel as a bunch of pixels. I
want to think of a panel as um a
vectorzed contour that I'm going to, you
know, cut out and sew if I were cutting
out and sewing it. Um and so, uh we're
going to try to identify the edges here.
That's not too bad. Um that yields a
picture like this where every dot,
black, green, or red, is um part of the
contour here. And the panel is very
close to what you would get if you
connect the dots here with straight
lines.
Okay, but we actually once again don't
want to think of this thing as
represented just by like a very detailed
polyline. Um, it probably has some
simpler underlying geometry uh where
these are parameterized curves. And then
also we want to be able to chop it at
the corners. So this thing is not just
like a circle with some sharp points.
It's actually like different contours
that will be sewn to different things.
Um, and so we're going to do some
cleaning of this contour. going to try
to remove the points that are not
necessary. So everything in black um
we've actually removed. It's not we
don't need to pay attention to it. It's
going to be interpolated with a curve.
Uh the the red and green points remain
and then I'm looking for corners. So the
green points are what I think are
corners and then between corners I'm
going to fit a curve to my um my contour
and that results in a picture like this.
So this picture is now in a
representation that we can use. Uh so uh
we have edges that can be identified
with other edges like they could be sewn
together and it's a simple
representation of these parameterized
curves. Uh you might notice it's pretty
uh imperfect. So to the human eye, this
cusp here really shouldn't be a corner.
This should probably all be one long
line, this red and green section. Um if
you look at uh what happened is that it
broke on this edge, this annotation on
the edge, these diamonds. Uh and so I
think cleaning up stuff like this is
something that you know we're still
tweaking um because it is uh difficult
to parse these contours. Uh that being
said um you know these things are all
going to be uh sewn in fabric or a
simulation of fabric and so everything
is like a little bit squishy and it like
you don't need like pixel level
resolution. Um but yeah I think contour
extraction is uh working but still uh
some things to to improve. And then once
we have our contours uh the last step
which is uh quite difficult and
interesting is we're calling edge
identification which Noah's going to
talk about.
>> Um yeah uh so this is where the break to
like the frontier is. Um and so we're
open to to all thoughts about how to do
this better. Um basically so uh the
picture on the left um if any of you
have used clo this like clothing
simulation design software this is like
a screenshot from that where uh all of
the edges um so you have the panels that
you've extracted in the previous step.
All of these edges need to get sewn onto
one another. Um, so like this strange
blob on the left with green lines
shooting out of it. That is uh actually
just the um uh sleeve. Um it's a short
sleeve. Um but that needs to get sewn
onto the front panel and to the back
panel and to itself. Um so there's
actually quite a lot of stitching that
needs to happen here. That's a very
pretty but confusing picture. A cleaner
way of representing that thing is with
the matrix. Um so this is the object on
the right where if you uh go along
either the top or the left column um you
see just you know f sub e1 f sub e2 each
of these represents a single edge. So in
the previous step we've extracted all of
the edges and so for one panel maybe you
have five edges that's like FE1 through
FE5 and what we need to know is that is
that panel attached to any other panels
and so you end up producing um in
technical terminology assigned adjacency
matrix um so everything is either a zero
not sewn to uh a given edge a one sewn
to a given edge or a negative one sewn
to that edge but in the opposite
direction. So you have to remember um
that if I have two pieces uh I can sew
them sort of together in this way or
together in that way and we need to keep
track of what's going on. Um but yeah,
producing this matrix has been um a
subject of study like a little bit.
There's essentially just been um two um
folks in computer science who have have
looked at problems like this from one
perspective um and this is the
perspective that I like as a as a
geometer is you can just look at the
shapes of things and say aha uh for most
garments there are certain rules that I
need to follow like the length of one
edge of a seam or the the pattern piece
should be roughly the same as the length
on the other side. not always true. Of
course, uh if you have a skirt with
pleat, um the length of the skirt that
you end up bunching up into the pleat is
much much longer than the waistband. But
in general, that's a good starting
point. And so you can throw away um a
lot of possible entries into this matrix
simply by looking at geometric factors
like curvature, length, um so on and so
forth. Of course, there's also a lot of
things that you know from context. Um,
if I were sewing this, I would know that
um, one sleeve typically does not get
sewn onto the other sleeve. Um, so
there's kind of like rules associated
with common sense. And thankfully, these
garments aren't hoke sure. They don't
actually have tens of thousands of
minute little pieces. Usually you're
following some fairly regular formula
because again these would have had to be
parsible to a
semi untrained like home seist um
following a set of instructions. So
usually your intuition for like what
does a shirt look like and what parts go
together um follows and so you can begin
to encode that as well um into this. Uh
there's more recent approaches that use
just very big machine learning um
methods and we're like interested in
exploring that but it's a little bit
harder to understand what's really going
on under the hood and quite likely it's
a lot of these these rules but rendered
into a more abstract form. So again at
this stage what we're trying to do is
produce this matrix because that tells
you what edges get attached to one
another. Okay, next slide.
So finally, okay, we have our patterns.
We know their shapes. Um, and oh, could
you go to the beginning of that video?
Um, I can't go to the very very
beginning. Is that possible? Okay. Uh,
maybe I'll just say if you go to the
previous slide, if you go to the
previous slide, um, you will see all of
those lines uh, set up like this. and I
just throw that into the 3D simulator
and I press play and the punch line has
been revealed but it does not work at
all. Um it kind of just fails and
collapses um in this manner. And so this
is just to highlight that even though 3D
simulation has come so far from uh you
know its its uh initial phases um like
we can simulate clothing incredibly well
and this is the reason that like video
game graphics can can run in real time
with like flowy different text styles
happening in them. um they actually
require a still a fair amount of like
hand tuning or um nuance and that's
because simulation of thin sheets
there's a lot of um mechanical
instabilities associated with wrinkling
um that happen and if you just sort of
throw everything all together you get
incred like crazy collisions like
numerical artifacts and so you have to
be a little more careful about what
you're doing and so if we go to the next
slide
Um,
this is a simulation that uh on the left
hand you'll see the the one we saw
before and then the right hand I've
moved the initial position of the pieces
around and added a mannequin. And lo and
behold, basically the the shirt that we
wanted um comes out. And the only
difference between these two, the
physics is all the same. The only
difference is now there's a body so that
things can collide and not self
intersect. Um and also the panel pieces
are spatially arranged so that they
consolidate um correctly. So um that
initial placement is very important. So
that's the end of the the four parts. Um
we've simulated we see our garment. Um
and so just to conclude um to remind you
what is pattern magic. pattern magic as
we've shown it to you is we start with
this physical archival document on the
left which is a clothing pattern and we
produce uh this object on the right the
the shirt um as a digital rendering
which is now transmissible it can be
used in different media um you can
download it play with it so on and so
forth um but actually pattern magic is
slightly more than that or different
from that um next slide
And it's not just that shirt, it's doing
it to tens of thousands of objects. And
these this brings up like a question of
scale. It was easy enough for me to sort
of like go and finagle and you know in
that simulation put things around in a
way that worked. But all of the like
sort of I think very meaty and
interesting questions are associated
with how do you make this work um at
scale? Um, and this is something that to
the best of our knowledge, no one has
really tackled before. And I think it's
because it's a very like messy, um,
nuance question where everything becomes
much more complex when you're like, oh,
it's not just for one. It's not just for
10, it's for like hundreds and hundreds.
And so, uh, as you've seen, there's some
things we've thought about, there's some
things that we're still exploring. Um,
we would love to, yeah, uh, continue
this conversation. If you have ideas or
would like to collaborate, our emails
are there. And um yeah, uh I think I
speak for both of us in saying thank you
for for listening and we'd love to take
any questions.
>> Great. Thanks both. That was super
interesting and such a good example of
how like when you go about a kind of
research proposal, it becomes incredibly
complex to do many things that you would
never have imagined from like the
outset, right? I also really appreciate
the tie to kind of the agency of
representation at the beginning because
that's a huge kind of through line
through a lot of this work through a lot
of our program and kind of
transdisciplinary interipinary practice
in general. Um so let's open up for a
Q&A now. I have two mics which we need
just so Noah and the recording can catch
her voice. Um so if you have a question
please raise your hand. I'll walk it
over to you first to start maybe. Um so
as you two know I think one really
interesting thing about this project for
the students is that a lot of them are
going to be embarking on kind of how to
think about their contribution to kind
of various different practices right
like how to take a research proposal
turn it into a process or a technical
pipeline in your case right I'm kind of
curious how the experience of taking
this from a proposal for a magic grant
to a kind of working or semi- workinging
right in progress technical pipeline
like how much did you know from the
outset of what was going to be an issue
Noah I know that you um previous
experience or some of your other work is
with origami 2D representations and then
modeling it in 3D like is that
translatable to a certain degree into
this work or was it kind of a lot of
learning about it as you were kind of
going
Noah, do you want to talk about I have
something to say also, but Noah, why
don't you start?
>> Okay. Um, yeah, I can start very
briefly. Um, which is just to say this
kind of fourstep breakdown that we've
been talking about. Um, you know, you
need to scan it, you need to parse it,
you need to assign edges, and you need
to simulate that
at that level of uh granularity.
this thing has been in that package
since a year ago or slightly over a year
ago when we were initially um pitching
this. The amount of like depth
associated with each of those
characters, what ended up being the real
challenges in each of those I think is
something that we are are sort of like
learning in real time. Um and that's
very fun and that's how research uh like
always works as as you know I said and
you referenced like I have worked on
various um other uh like technical
programs some associated with origami
which have a similar flavor you have
like a 2D pattern and you need to go to
a 3D thing or really on the sort of
research side of things it's like given
a 3D form what is the pattern that you
you could use to make that um and I
think that those type of questions that
you find in kind of more uh hard science
like applied math or physics discipline
are beautiful but they're also very
clean. Um you sort of cut the the you
shape your question in advance so that
you can produce a very nice clean
output. In this case we're working
because we are working with an archive
with like real physical historical
materials. the corners. We have no
control over the inputs are so messy. Um
even things like how are the lines
drawn, you know, if you look at a line
drawn from a pattern uh in the 1990s,
that's going to be very different from
that same line maybe drawn by even the
same pattern maker 100 years before. And
so you have to be sort of like
responding to the problem in real time.
Um and I think that's really unique but
also very challenging.
Yeah, that's very similar to what I was
going to say. I was just going to say
get your hands on, you know, try
something like get your hands on the
material objects if you're working with
material objects and talk to people who
know more about the thing or a totally
different perspective on the thing. I
think visiting the archive was a really
kickoff point.
>> Yeah.
>> Hi. Uh thanks for your thanks for the
presentation. Um I had a question that
was to do with uh just being curious
about like how you situate the project.
say is it like in relation to say
fashion and the kind of history of
fashion and that kind of production in
terms of pattern cutting or is it more
like you maybe see it as relating to
like retail and I I was wondering like
do you do you kind of um is are you able
to engage with people in those
industries in in developing the project
or is it not at that maybe that point
yet?
>> Yeah, it's a good question. I think so
we've um
we've talked to various people. We've
talked to you know the the people who
hold this archive who are very
interested in the idea of archiving this
really important piece of material
culture. Um so if you're a historian
they facilitate access for a historian
who's studying a certain period of
costume to go like look at these things.
Um and I think our work uh we would love
for an historian to be interested in
seeing a rendering too. Like I think
that would be really exciting to us. Um
we've also spoken to uh garment
conservators at the Met Museum uh where
the challenge is um you know also sort
of academic historical um but in maybe
more on the with a flavor of like
preserving um material culture and like
making it more um accessible so that you
don't you know if you can't make it to
the Met to see a garment you could see
it online. Um I think there's uh lots of
other applications. I think early on and
maybe still exciting is this idea of um
you know uh realistic 3D models are nice
for like video games or animations to
like bring certain periods to life. Um I
think uh yeah it's a lot it spreads a
lot of like uh sort of humanities is
maybe the target though. But Noah, do
you have other things to say?
>> No. Great response.
Uh, you guys mentioned Clo 3D and I was
just curious like did that software kind
of serve maybe as an inspiration for the
project or like what do you guys see 3D
getting right and getting wrong? I know
you guys mentioned the like so lines
with the matrix earlier, but if there
was kind of anything else stand out
about the software, I guess like your
guys' relationship to it.
>> Yeah. Uh, good question. So, um, yes, I
think CL3D was an important part of the
motivation. um just that this exists the
way that I think we usually frame it is
like CL 3D meant that the last step of
simulation to picture uh was much easier
like we're not uh going to write a new
uh soft material simulator that's you
know whole field of study and physics
and computer vision um and so 3D like
kind of takes the very last step for us
um but I think maybe another response
here is that we've learned that it's
quite difficult to you have to you have
to set close 3D up for success you have
to tell But um you know not only the
edge identifications but also the
initial positions like Noah was saying.
Um and so I think um yeah CL 3D does do
the last step but it does like the very
very last step and you do have to like
take get pretty close for the for the
material simulation to go well but then
yeah it's like I can trust Clo 3D to
like uh simulate like how how a garment
bounces like we're not going to try to
redo that.
>> Thank you.
>> Thanks.
Um, I can't help but think like this
could be a great like database um for
historians and designers. I was
wondering um are the files that come out
of u this whole process appropriate to
be linked to a database or um a website
where we can access these 3D models and
help inform our projects or uh like
research maybe. So I was wondering what
is like the file handling around uh this
process looks like.
>> Yeah, I think another part of our our
initial goal was exactly that to really
take it to like an online database that
people can interact with download. I
mean for the things that are out of
copyright which is most of this or large
portions of this archive. Um and and
maybe even like download and remix and
re-upload I think would be really
exciting to us. Um uh yeah, out of clo
you can get like OBJ files. You can
probably get other types of files too.
Um I think uh one important thing to us
is that um you know we're not
archavists. I think we're trying to help
archavists but we are like really
admiring what uh COPA has done already.
And so um I think yeah I mean this is
subject to like more discussions with
the archavists there but we would be
excited about building into their system
and not necessarily making a whole new
one because library science again uh you
know like soft material simulation is
like a whole another field and I think
we're we're really interested in
plugging into existing libraries and
databases but yes interested in that for
sure.
>> Um hi thank you so much for this talk.
My question is more in the context of
Columbia and the Brown Institute and the
Magic Grant. I was curious um when you
were applying for that funding kind of
how much I don't know how much work had
you already done on this project and
also how did you frame it in the context
of getting the magic grant um and just
anything else about kind of about that
application process like how you um
positioned it and kind of like what
questions or like not exactly push back
but like what response you got
throughout that process.
>> Noah, do you want to talk about this
one?
Um, sure. Yeah. I mean, the
uh
beauty of academia, right, is that you
can study anything and the challenge of
academia is that you have to convince
someone else that it's worthy of
studying. That's like what the game is
all the way down. Um, and I think that I
had wanted to work with this archive for
many years um before this opportunity
arose. And um it just kind of I I don't
know if you're familiar with the the
magic grant already, but it's associated
with trying to bring projects that speak
to some aspect of a a journalistic
inquiry or media production uh with sort
of technological technical um
engineering innovation and like bringing
uh those things together. And so this
just kind of felt like oh that that very
naturally slots into that. And so to
answer the first part of your question,
um we did not have any work done um when
we were applying. We said, you know,
these are our backgrounds. We're both
interested in sewing. Um like I've
worked a little bit with uh certain
aspects of simulation and surfaces and
interfacial mechanics. um Conlin has a
background in computer science and but I
think what was more important at that
stage was like we have a very concrete
thing that we're interested in doing um
and
you know we sort of put that all
together um and thankfully we're very
grateful that they were excited about
the project as well.
>> Yeah, happy to talk more too about it.
>> Uh hello thank you so much for sharing
your project.
I have a question if you have tried
looking into kind of the reverse
software to yours where you know fashion
students they model a piece of clothing
and then the software generates
patterns. I have never seen it but I
know it kind of exists so I'm curious if
you looked into it as an inspiration.
Thank you.
>> Yeah. Yeah. No, it's a good question. Um
it does exist. It totally does exist. Um
it's very cool. um I think comes out of
or I'm familiar with like the computer
vision world and there are there are
things that yeah you you give it the 3D
some 3D representation of a garment and
the goal is to try to decompose it into
panels. Um
this um I think is yes technically
related and inspirational but pretty
different in the goal because um our
project as an archival project the goal
is to bring this archive to life as a
it's maybe it's maybe not a project
about like designing new garments um but
that does exist I think it it and it was
inspirational um but uh yeah sort of is
somewhat orthogonal but I'm happy to
share references to cuz that there there
is a lot of work done on that.
>> Thank you.
>> Hi. Um thank you for sharing your work.
Um I was just curious about your general
um sort of the relationship as to how
you got here. Um I know you like started
with like microbiology and then um went
on to studying like origami and now
pattern magic. So I'm just curious as to
these things are so different. and how
did you define that relationship to
ultimately um get to this project?
>> Yeah, it's a it's a great question.
Maybe we should both talk um because I
think we've had different paths here. Um
I think so I'm a computer scientist
background in theoretical computer
science very mathematically involved. Um
I do mostly uh algorithmic fairness and
some privacy so of responsible
computing. Um, so this is is maybe not
responsible computing, but it is sort of
the intersection of Oh, I think it's
responsible, but it's not like that's
not the point. Um, yeah, the the the
it's still kind of in the intersection
of like society and computing. Um, and
in terms of I think yeah, it's it's nice
that you pulled out the the like
molecule simulation too. Uh, because I
think this was uh or I can actually
yeah, if I originally was thinking about
talking for a much longer time about rep
the idea of representations in machine
learning which is very very deep. I I
think architecture may be more fun to
look at and more familiar to people. Um,
but this idea of representing an
underlying object uh with sort of like a
an oblique view on it is is really
fundamental to machine learning. Um, and
Noah and I I think maybe literally met
um doing a sewing project together. And
uh but to get to that point, Noah, I
think has had a much different path. So
I don't know if you want to talk.
Um, yeah, I don't want to rehash uh the
my bio, but um I don't know. I I I think
uh it's very impossible to give measure
or
explanation to what you're interested
in. Um, and I think I've just been very
fortunate to have a number of mentors
that gave me a lot of flexibility when I
was in undergrad, when I was a graduate
student to
yeah, just kind of follow
whatever I was interested in. Um, and
one thing led to another and um, I don't
know, I guess the the general theme is I
like geometry. Um, I'm interested in the
geometry of surfaces. And it turns out
basically everything is a surface and in
particular all of us walking around are
walking around carrying these incredible
soft geometric objects on our bodies all
the time that are clothing. Um and so
it's I think that's um how I got to this
specifically.
>> Thank you.
>> Uh hi thank you for your presentation.
uh have you explored using AI to extract
data from the archive drawings or do you
know any uh AI projects AIS that are
able to understand complex drawing?
Um okay so
uh yes so the intersection of sort of by
AI I'm going to like talk about like
modern big models um these things are
they do help some aspects of computer
vision and image parsing um in
particular um one thing that uh sort of
modern deep models um are useful for are
reading instructions
um in text form and like making ideas
that are just embedded in natural
language more accessible to computation.
Um
also um identifying text on a background
is something that's been fairly well
explored. I think in terms of reading
like for example doing contour
extraction um
I have no doubt that a deep model could
do this really well. I think training it
and tuning it to do that is a whole
another problem and require a lot of you
know supervised training. Um and I think
we have found that largely standard
models are plenty for this sort of
thing. And I think training a deep model
to go from sort of like beginning to end
is both like less interpretable along
the way which I think is part of the
goal and also would require like really
really heavy training. So I think we're
not relying on uh a deep model to to
knock out a lot of things for us but it
is useful in some things like finding
and understanding text. Um
I will say also because you asked about
this there is a line of work um that
uses deep models to generate okay I have
hidden slides about this so maybe I'll
show one um there is a line of work that
uses uh deep models to um for example
create a garment um in any
representation that you like from like a
text description. Um this I think is
first of all very cool. Um, I think it's
pretty different from what we're doing.
I actually think there's like a
difference in paradigm. Um, our project
is trying to use computation to be able
to move between representations more
easily. This project, I would say, uh,
dress code is using computation to sort
of replace the process of design
altogether with prompting. Um, I think
I'm interested in this representational
problem of taking a design that someone
made and being able to look at it from
different angles and like some
representations are nice for different
things. Um, but yes, it the technical
feasibility like certainly I think it's
been shown and probably will continue to
be shown that you can use a deep model
to do clothing design front to back, but
you don't get to see inside them.
>> There anyone else or is that it for
questions?
else. All right. Well, thank you both so
much for coming and Oh, there are.
Sorry. Sorry.
>> Thank you for sharing. So, I've heard a
lot of um critiques on the fashion
industry about their uh beauty standards
or the body standards. I'm wondering
like uh cuz
from the archive I saw a lot of like
very generic body shape. Yeah. and your
model shows like a standard white man's
shirt. So, I'm wondering, are you guys
interested in applying the same
procedures to like for example um big
size clothing kind of stuff in like more
circum circumstances?
Yeah.
>> Yeah. I think um so thanks for this
question. I think what we're focused on
is, you know, the archive that we have,
which does contain, um, you know, models
with different body shapes, um, pictures
on the front with people who aren't
white, um, in some number, but
definitely there are like big gaps in
this archive. And I think like to the
extent that we're digitizing this
archive, we are going to reproduce those
gaps. I think it is important though to
make a pipeline that doesn't fail if you
give it something that it hasn't seen
before which I think is one benefit of
doing this the more like like uh
constructivist way like we are actually
like reading the panels and like
constructing them and so if a clothing
pattern um you know as there are some in
the archive is uh cut for a different
body shape um or it comes from like a
different sort of like socioultural like
lineage of clothing design we should be
able to handle it too because we're just
reading the pattern and reproducing it.
I think um this might not be true if you
sort of trained a big model and you just
fed the archive into it and see what
comes out because then you really are
going to reproduce um you know the sort
of patterns that are in the archive uh
forever because it's baked into your
model. Um I think hopefully with this we
are we might fail to be representative
but only to the extent that the archive
fails to be representative. And I think
um yeah also like I said before part of
the the dream is to have like an online
archive that people can interact with.
And it really is the goal is
accessibility and allowing you know
people to modify designs re-upload and
um you know broaden like whose designs
are held in such an archive. Um, but
yeah, it's a good question and I am I do
kind of frequently have the experience
of like looking through our piles of
patterns and it's just like, oh wow,
like a lot of skinny white people. But
yes,
anyone else? Okay.
Are are you both okay on time? We have a
few more questions.
>> I'm fine on time. No,
>> are you good, too? Okay.
>> Yeah. Yeah.
>> Uh, yeah. So, um it just came up to my
mind, but um like are you guys also
interested in those? I I know um not I
really know, but like I I'm pretty sure
there will be some kind of fashion
archive that um has incomplete
patterns or like only existing in images
or like a finished garments, but they
don't really have a pattern. And I'm
wondering if you are in
at some point have interest in expending
like using these kind of technology to
like
to that point about it.
>> Yeah, very cool question. Noah, do you
want to speak to it or
>> um Sorry, it cut off a little bit short.
I can answer the first part and come and
take the second part. Um, yeah, I think
I I can speak to a very uh narrow case,
which is even in the patterns that we
have on hand right now, and I should say
that the um archive has super generously
uh loaned us duplicates. Um, so
everything that we're showing you here,
all the photographs, these are all
patterns that are duplicated in the
archive. So they have two copies of
them. Um, and uh, so I guess they're a
little less precious. Um, and
many of those, uh, why did they have a
duplicate is because they've grown
through donations, um, of folks just
cleaning their attics and finding, oh,
here's a package of five 10 patterns um,
and sending them off to University of
Rhode Island. Uh but because people are
just finding them in their attics, the
quality control is like uh basically
zero. Um and many of them have been
chopped up, cut out, sewn. And that's
wonderful. Like you can see the history
of like these things being worked with
before. You can say ah this person
wanted to use you know sew this garment
because they cut out a subset of the
panels associated with that. On the
other hand it means that a lot of things
are missing. Um, and so for some of
these, you know, you will just be
missing one piece or sometimes the
pattern will all be there, but it will
come in a way that's totally
disorganized. Um, and I think
um, for the first pass, we're going to
restrict ourselves to patterns that we
have the full uh, kind of thing there in
its cleanest possible form. But once you
do that, uh, it becomes easier to
backfill like, oh, you're missing a
collar.
Thankfully, we've worked with callers
before and we can probably, uh, suggest
or predict, you know, like what caller
might be used here or like, you know,
put in a placeholder and say this is not
the real one, but like um, uh, here's an
example of one. And I think that you
know kind of being able to go in both
directions um aspect of the problem
which Conwin spoke about in the context
of of these very like large like big
models is something that you can begin
to do um even with this very elemental
um type of of work and that's something
that I'm excited about but is very far
down the line. Um Conlin Yeah. Uh and
then the the I guess I will maybe just
give a reference for there are people
doing really cool work uh starting not
from an archive of patterns but starting
from an archive of garments. Um I would
recommend checking out both this Lakma
costume and textiles pattern project. Uh
which is very cool. It's online. They
release their patterns for free. Um, and
so they take garments that are
physically held in the Lo collection and
then, you know, write some like
historical context about the garment and
then also publish the pattern that
produces the garment. So, super cool.
Um, pretty different skill set because
they're working with an archival
garment, which first of all, you have to
be really careful and um, second of all,
it takes like some it's very different
type of like sewing specific knowledge
to go from finished to pattern. Um, but
very cool. Another person uh another
project doing this is dearch archive
which does a fairly similar thing. They
start from an archival uh garment
release a pattern and produce a 3D
rendering. So uh lots of really cool
stuff happening. I I would be excited
about doing it but it is I would say out
of scope for the first iteration of this
project but it's very cool.
Yeah. Uh, so yeah, the tactile part and
like the way you represent like
stretchiness was super interesting. Um,
I was wondering if whether in your
project or even in computation in
general if there's been any efforts to
also ar use computation to archive like
other sensories like maybe like sound or
um sound or um
uh smell like like or even in this
material is that something that's been
explored in like using that
>> in the context of garments or
>> garments or I don't know using
computation as an archival method I
Yeah, I think I don't know. I don't have
a great reference. I would say one thing
that we learned from talking to the
people at the costume archive at the Met
is that they're doing like deep deep
archival work on like few garments. So
like someone will work with one garment
for a long time and they deeply
understand the fabric that the designer
used. They maybe understand um you know
how they would conserve it, how they'd
repair any damage. Um, and yeah,
presumably they would understand other
aspects of the garment, you know,
context about where it would have been
worn. Um, if it like moves, if it's
designed, you know, the zoot suit's like
so fun. It's designed to move really in
a really nice way when you're dancing.
Um, stuff like that. Um, but, uh, yeah,
I think I I don't know, but it's it's a
good question. I don't know if Noah, you
have a thing to add, but
>> um, I guess I would say that I think
it's a
The representation of this object sort
of in all of its material glory is like
an incredibly complex task. um it's
impossible even if you are holding the
clothing itself because these things are
so fragile and degrade which is why we
don't have uh you know so many
historical garments and they require an
institute like the Met to keep them
alive and um
part of that um you know you mentioned
sound like how does something sound
that's a very beautiful uh question that
touches on a lot of different like
physical aspects of the fabric what is
it made of what is the weave um or knit
um and how is it touching itself and all
of those like questions um I can see
being amenable to
some sort of
theoretical model but we don't have very
good ones right now actually textile
simulation um I guess I was a little bit
glib when I said textile simulation is
solved or is easy because we have clo in
fact that's a very bas basic render.
It's a spring and ball model. It doesn't
get any of the actual physics of the
garment. Right? So, if you could turn on
sound and listen to it, it would not
sound like a garment at all. And that's
because you need to think about like
what is the actual physics of, you know,
cloth rubbing against itself. I think to
the best of my knowledge, that's not
actually something um that anyone um I'm
not familiar with with research on that.
It may be being done. Um but it sounds
like a beautiful question. Um, and like
smell is even more nuanced. Now you've
introduced chemistry uh to the story.
Um, so go out there and do it. It's very
complicated, but it sounds fun.
>> Hi, thanks for presenting. Uh, I was
just wondering having gone through like
all these years of archives, how did the
set of instructions change and how and I
heard you say that you're very
interested in sewing. So I was wondering
throughout these years, how did the act
of sewing as well change? Like was there
an assumption in these set of
instructions about how the home maker
like how advanced the homemaker is at
sewing? I guess
that's a good question. I don't know the
answer to that specific question. Uh
maybe Noah you should talk if you do. I
will say one very cool thing to look at
is uh just incredible object. This is a
clothing pattern. Um, these are
generally quite old, made like before
1900 generally. Um, and what this is is
it's an encoding of like four or five
garments all on one sheet and all the
patterns are just superimposed with
different line strokes and you're
supposed to just trace a different line.
Um, and so this was maybe made at a time
when um, you know, printing like the
paper the being able to print on one
sheet of paper was more valuable than
printing on like one to one scale on a
bunch of pieces of tissue paper. Um, so
yes, things have changed. You asked good
questions. I don't know, Noah, I don't
know if you know how like the
instructions have changed over time.
>> No, no, I I don't have a a simple answer
to that question. Um,
it's something that I think as we
digitize and have more on hand to do it
would again be great to look into that.
>> Great. Thanks. Is that is that everyone?
I think it's probably we're at time
anyways. Great. Thanks both so much.
That was great.
>> Thank you so much.