Track

TAI

Presentation Type

Poster

Description

Virtual try-on (VTO) technology facilitates effective use of improved garment purchasing and design technologies. High return rates for online purchases and adjunct treatment of VTO in the apparel design process, however, indicate less than full adoption. This is attributed to the dominance of expensive commercial VTO systems as opposed to open-source 3D animation software. The MakeHuman and Blender open-source software packages were evaluated. MakeHuman uses a parametric approach to generate 3D avatars for use in animation software. Parameters were mapped from the anthropometric measurements from a subset of the female subjects in the SizeUSA database. The resulting avatars were imported to Blender, a 3D graphics and animation software that contains models for garment modeling. Three different virtual 3D garment generation options were demonstrated: virtual sewing from 2D patterns, direct modeling from the editing of 3D geometry objects or B-surfaces from hand drawn lines on the avatar.

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Jan 1st, 12:00 AM

Evaluation of open-source software for use with a clothing virtual try-on system

Virtual try-on (VTO) technology facilitates effective use of improved garment purchasing and design technologies. High return rates for online purchases and adjunct treatment of VTO in the apparel design process, however, indicate less than full adoption. This is attributed to the dominance of expensive commercial VTO systems as opposed to open-source 3D animation software. The MakeHuman and Blender open-source software packages were evaluated. MakeHuman uses a parametric approach to generate 3D avatars for use in animation software. Parameters were mapped from the anthropometric measurements from a subset of the female subjects in the SizeUSA database. The resulting avatars were imported to Blender, a 3D graphics and animation software that contains models for garment modeling. Three different virtual 3D garment generation options were demonstrated: virtual sewing from 2D patterns, direct modeling from the editing of 3D geometry objects or B-surfaces from hand drawn lines on the avatar.

 

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