Sie sind auf Seite 1von 14

RJTA Vol. 9 No.

1 2005

A Virtual Clothing System for Retail and Design


Bernhard Spanlang1 , Tzvetomir Vassilev2 , Jonathan Walters3 and Bernard F. Buxton1
1
Dept. of Computer Science, University College London, UK, {b.spanlang, b.buxton}@cs.ucl.ac.uk
2
Department of Informatics, University of Rousse, Bulgaria, t.vassilev@ecs.ru.acad.bg
3
Contact through Bodymetrics Ltd. UK.

ABSTRACT

In this paper we describe a virtual clothing system for retail and design, created for
Bodymetrics Ltd., at their request. In the retail setup we installed the system at Selfridges, a
well known department store in London. To our knowledge this is a world first installation
of a fully automatic virtual try-on system. Sizing and body landmark information is
extracted from 3D scanner data in a fully automatic process and customers can try-on
garments from a database on their virtual selves within seconds. The system uses very fast
numerical methods and collision detection mechanisms that harness the capabilities of
graphics hardware for cloth body collision detection and response. Fabric property
measurements from a Kawabata evaluation system are mapped onto our cloth model to
ensure appropriate virtual drape behaviour. The information required in order to simulate
particular garments is provided in a format tailored to the computational requirements for
defining the garment pieces, seaming, partitioning on the body, cloth reflectance and
patterning, and location of accessories such as buttons, etc. Based on the realistic visual
feedback customers are able to decide whether to buy or not. The whole process in which a
customer is scanned, registered to the system, and virtually tries on ten different garments in
different sizes takes less than ten minutes. The acceptance of the system is shown by the
high interest and demand, the willingness of customers to pay for the service, and an
increased sale of items available in the virtual garment database. The system was also
designed to be usable over the Internet and has been made freely available. We show that the
same system in combination with global illumination for near photo-realistic augmented
reality is also of interest for garment designers.

Keywords: virtual try-on, cloth simulation, body scanning, textile properties,


global illumination, electronic garment exchange.

1. Introduction reflectance we are able to produce very realistic


images of a dressed customer. Fabric property
The aim of this work was to build a system for measurements from a Kawabata Evaluation
virtual try-on of garments for retail and design. System (KES) (Kawabata, 1980) are mapped onto
The system allows customers to browse and try our cloth model to ensure appropriate virtual
garments on their 3D scan and gives sufficient drape behaviour. The system has advantages over
visual feedback to decide whether to buy or not. a conventional changing room and mirror in that
In the process important body landmarks and a customers can view themselves from any distance
large number of size measurements are extracted and angle and try on different garments within
from the customers' body scan in a completely seconds. The system is built on Internet-based
automatic way. The fully automatic virtual technology and customers can view their body
clothing system uses very fast numerical methods from their home PC over a secure link and try on
and collision detection mechanisms that harness new garments added to the system's central
the capabilities of graphics hardware for cloth database.
body collision detection and response. By these
means, we are able to virtually dress a customer We have also integrated the system with a global
completely automatically with a chosen garment illumination system which allows a garment
within 1 to 2 seconds on a state of the art PC. By designer to create near photo-realistic images of a
using photographs of the real garment as an customer in a new garment design, naturally
approximation of a garment's inhomogeneous illuminated at a location of choice. A client may
74
RJTA Vol. 9 No. 1 2005

approach a garment designer with a specific of one spring, however, can lead to over-
occasion in mind where she wants to wear a new elongation of other springs and may require
design. For a designer it would then be beneficial several iterations of the post correction steps to
to experiment with the new garment in the target resolve. Vassilev et al (2001) improved this by
environment and to be able to present near photo- modifying the particles' velocities instead of their
realistic images of the customer wearing the new positions.
clothes at the specified location. Such a system Bend
will save time and cost for the process of clothing
design.

We briefly discuss related work in cloth


simulation in the next section. Implementation
details about the garment simulation and
visualisation system are given in sections 3 and 4.
Details of the integration to a natural global
illumination system are given in section 5.
Feedback of customers and a designer is Shear Stretch
summarised and example images that show the
quality of our simulation are given in the results
section. Finally, we draw conclusions and give Fig. 1. Spring types in the cloth model.
suggestions for future work in section 7.
The elastic model of cloth is a mesh of ln mass
2. Related Work points, each of them being linked to its
neighbours by massless springs of natural length
Methods to model cloth for computer graphics greater than zero. There are three different types
have been investigated for about two decades. of spring:
Weil (Weil, 1986) was the first to report a model
for cloth objects using a two step geometric Springs linking vertices [i, j] with [i+1, j], and
process. Feynman (Feynman, 1986), around 1986, [i, j] with [i, j+1] are called stretch springs;
developed the first physically-based model which Springs linking vertices [i, j] with [i+1, j+1],
was based on elastic shell theory. Since then and [i+1, j] with [i, j+1] are called shear
researchers have found many ways to describe springs;
cloth dynamics that differ mainly in their physical Springs linking vertices [i, j] with [i+2, j], and
accuracy, numerical stability and computational [i, j] with [i, j+2] are called bend springs.
cost. Mass-spring particle systems are mainly
used while some (Terzopoulos, et al., 1987; As the names indicate, the first type of spring
Volino, et al., 1995; Carignan, et al., 1992; implements resistance to stretching, the second
Eischen, et al., 1996) employ finite element to shearing and the third to bending.
methods (FEM). Breen et al. (1994) first
employed particle systems to approximate textile Let pij(t), vij(t), aij(t), where i=1,,l and j=1,,n,
behaviour from a KES (Kawabata, 1980). be respectively the positions, velocities, and
Eberhardt et al (Eberhardt, et al., 1996) improved accelerations of the mass points at time t. The
Breens model by adding simulation of hysteresis system is governed by the basic Newtons law:
effects obtained directly from a KES. Provot fij = mij aij, (1)
(1995) introduced a simple mass-spring topology
(see Figure 1) which is commonly used owing to where mij is the mass of point ij and fij is the sum
its efficiency and simplicity. Provot uses linear of all forces applied at point ij. The force fij can be
(Hook) springs and applies explicit Euler divided in two categories.
integration. To account for super-elongation,
caused by the linear springs, he constrains Internal forces arising from the tensions of the
particles' positions in a post correction step so that springs. The overall internal force applied at the
springs can not extend above a certain threshold point ij is a result of the stiffness of all springs
(usually 5-10% of their natural length, depending linking this point to its neighbours:
on the material properties to be simulated).
Repositioning according to the length constraint
75
RJTA Vol. 9 No. 1 2005

p kl p ij number of potential colliding particles. Most of


fint (p ij ) = k ijkl (p kl p ij ) lijkl
0 , (2)
p kl p ij the existing algorithms (Teschner, 2004) for
k ,l
detecting collisions between cloth and other
objects in the scene are based on geometrical
where kijkl is the stiffness of the spring linking ij object-space interference tests. They use
0
and kl, and lijkl is the natural length of the same geometric calculations to detect penetration
spring. between a cloth particle and a face of the object
together with strategies to minimise these
The external forces can differ in nature geometric calculations. Bounding volume
depending on what type of simulation we wish to hierarchy approaches divide the space into simple
make. The forces most frequently included are: bounding volumes such as bounding spheres,
Gravity: f ijgr = mg, where g is the gravity axis-aligned bounding boxes (AABB), object
oriented-bounding boxes (OOBB) or k-Dop
acceleration; volumes (Lin and Gottschalk, 1998). The
Viscous damping: f ijvd = Cvd(vi-vj), where Cvd hierarchies are represented by tree structures
is a damping coefficient, which reduce the complexity from O(n2) of a
Collision response. nave implementation to O(n log n), where n is the
number of polygons in cloth and object.
From the above we may compute the force fij(t) Additional culling of possible interactions
applied to point ij at any time t. The fundamental between cloth and cloth can be achieved by taking
equations of Newtonian dynamics can be the surface curvature of cloth into account. The
integrated over time by a simple Euler method: basic idea is that particles close to each other on a
low curvature surface are unlikely to collide. Use
1
a ij (t + t ) = f ij (t ) of surface curvature is described in Volino et al .
mij (1995) and Provot (1997).
v ij (t + t ) = v ij (t ) + t a ij (t + t ) , (3)
By partitioning the space around the cloth into
p ij (t + t ) = p ij (t ) + t v ij (t + t )
uniformly sized cells (voxels), the complexity of a
collision query can be reduced further from O(n
where t is a chosen time step. The Euler log n) to O(n). This is possible because voxel size
Equations 3 are known to be very fast and to give and positions are known and reference to them
good results, provided the time step t is less than can be made directly. Bigliani et al. (2000) and
the natural period of the system T0 m K . Zhang et al. (2000) report such techniques. In
Where K is the highest stiffness in the system. order to reduce memory requirements, they use
Numerous recent work in cloth simulation (see for hash tables for the voxel data.
example (Baraff and Witkin, 1998; Desbrun, et al.,
1999; Etzmuss et al., 2000) has shown that Vassilev et al. (2001) use similar ideas as that of
improvements in stability are possible by using the voxel based approaches, described above, but
implicit integration. However, for complex reduce the problem from 3D to 2 1/2D depth
garments with mapping of KES measurements to maps. This approach is an image space based
the spring properties, explicit integration still collision detection in which the modern graphics
proved to be beneficial in terms of efficiency in hardware is employed for rasterisation and depth
our case (Vassilev, et al., 2001). The advantages map generation for collision tests. Memory
of Euler integration became particularly apparent requirements are thus drastically reduced.
when computation of the collision detection and Furthermore, interpolation units of the graphics
response, which require small time steps, were hardware are harnessed to compute smooth
taken into consideration. Similar results were also surface normals for collision response. Vertex
indicated by Volino and Magnenat-Thalmann velocities of dynamic objects are interpolated in a
(2001) in [29]. similar way to allow quick calculation of the
response to dynamic collisions. The performance
Collision Detection and Response of image space based approaches is independent
of complexity of the objects' geometry and
Collision detection proves to be a bottleneck of therefore particularly well suited for use in
dynamic simulation algorithms. This is especially combination with highly accurate densely
true if surfaces are highly discretised owing to the sampled 3D body scans.
76
RJTA Vol. 9 No. 1 2005

3. Customer Scanning and Garment Bodymetrics software merges landmarks and


Description geometry in a compressed binary format. The
resulting file size of the body scan including all
In this section, we describe the scanning process required information for dressing and
that we use to acquire shape information of a visualisation, is approximately 150KB. Small file
customer. The garment exchange format which size is important for efficient loading into main
includes description of cutting patterns, fabric and graphics memory for visualisation as well as
drape and reflectance properties, seaming, and for possible transfer over the Internet.
garment accessories will be detailed then.

Customer Shape Acquisition and


Measurement extraction
Several companies provide technology to acquire
human shape information by means of 3D
scanners. Since we already had experience with
the scanning system from the Textile/Clothing
Technology Corporation (TC) [15] from the UK
national sizing survey [16] we employed it again
here. The TC system uses a technique called Fig. 2. fltr: original scan; arms were lifted
white light phase measurement profilometry in and most holes patched; head,
which images of a structured light grid projected hands and feet removed.
onto the front and the back of the body are taken
and from distortions of the light grid the body Garment Exchange Format
shape is acquired. This approach is well suited for A cloth model such as that described in section 2,
our requirements owing to the short acquisition is, on its own, not sufficient for garment
time (less than 10 seconds), safety, accuracy and simulation. While standards to describe garments
relatively low cost. exist [Error! Reference source not
found.,Error! Reference source not found.]
The direct output of the scanner is a 3D point they are vulnerable for misinterpretations by
cloud. The body surface is reconstructed and different CAD systems, they are not commonly
important body landmarks are extracted used by designers and do not provide sufficient
automatically by TC software. A rule-based information for a virtual try-on system. To meet
language allows users to customise the extraction our requirements, we have designed a simple
of body landmarks and measurements. garment description in text format. The format
describes global garment properties such as the
In the application, the 3D models are stored in the mesh resolution and where the garment should
virtual reality modelling language (VRML) arrive on the body. A garment type is used to
format (Bell, et al., 1996). For simulation we classify the garment in order to correctly and
remove parts of the geometry that are not essential automatically pre-position it around a body scan.
for the virtual try-on and may not be scanned well At the moment four garment categories proved to
such as the head, hands and feet. To leave enough be sufficient for pre-positioning: bra, shirt, skirt,
space for dressing we lift the arms of the and trousers.
customer's scan by rotating them around the
shoulders. The exchange format also defines the set of panels
comprising the garment. Garment panels are
The TC2 surface reconstruction leaves holes in described by their cutting pattern, (see Fig. 3)
areas that are partly obstructed during the fabric properties, Uniform Resource Locators
acquisition process. Such holes in the armpits, (URL) to images that approximate the reflectance
crotch and hips areas are identified and patched in of the fabric, and URLs to garment accessories
the process. Fig. 2 shows an original scan on the (rigid geometry that might be attached to the
left, in the middle the arms were lifted and holes garment such as buttons, cuff links, etc.). In
patched, and on the right parts not essential for compressed form even very complex garments
virtual try-on were removed. can be described by less than 10KB of data in the
format.

77
RJTA Vol. 9 No. 1 2005

them into the system. Measurements from a KES


(Kawabata, 1980) were taken to obtain
information about fabric weight, resistance to
stretching, shearing and bending of the fabrics in
question. Stretch, and bend coefficients were
measured both in the warp and weft directions.
We fitted the measurements to simple linear
functions and mapped them to the corresponding
spring coefficients of our mass-spring model in a
Fig. 3. Garment panels of a pair of jeans in the similar manner as described in (Breen, et al., 1994;
2D GUI on the left, and meshed Eberhardt, et al., 1996). The grain line, which
for simulation on the right. defines the orientation of the fabric in the garment
panel, is taken into consideration and is
For direct use of CAD files we integrated garment approximated by linear interpolation of the warp
mark-up functionality into an illustration program and weft coefficients according to a rotation angle
commonly used by garment designers. This defined for each panel. Fabric thickness is
allows a designer to import from CAD files and to visualised by adding an extra polygon layer
define in a graphical user interface all the displaced along the garment's surface normals.
information required for virtual dressing. Export The displacement distance is defined per panel.
to a file in the garment exchange format permits
immediate real-time simulation and visualisation Fabric reflectance and transparency is described
of the garment on a 3D scan. by photographs which are linked via a URL,
typically as JPEG images. Their position is
For a skilled designer, marking up a garment for defined by UV texture coordinates of the
virtual try-on takes no more than thirty minutes. bounding rectangle of the relevant garment panel.
The graphical user interface and 3D visualisation More information on reflectance estimation can
can be harnessed as an interactive 3D garment be found below.
design tool. Cutting pattern, drape properties,
seaming information and garment accessories are Seaming Information and Garment
described in the exchange format as follows. Accessories
Cutting Pattern Definition In general, seaming lines describe pairs of
garment panel edges that need to be joined.
Cutting patterns are described by a sequence of Usually, seaming pairs are on different garment
2D coordinates that when connected by lines form panels. They are described by a unique panel ID
the outline of the individual garment panels. Files and start and end distances from a defined origin
exported from CAD systems usually contain a along the bounding contour of the cutting pattern.
seaming allowance for the manufacturing of real Seaming information of pockets and garment
garments. Since we are directly joining garment panels that are not sewn on the edge of a panel but
panels at their edges as described below, such within one are defined by means of UV
allowances are not used by the seaming coordinates of the bounding rectangle of the
simulation and need to be removed from the panel's cutting pattern contour. Another case
cutting patterns. Also, cutting patterns from CAD important for seaming, is that of darts which
systems are often defined by spline curves which describe neighbouring pairs of edges on the same
we approximate to the required precision by panel that have to be joined. Darts are a form of
sequences of straight line segments. For pre- suppression and are used by designers mainly to
positioning, each panel is classified in make a garment fit the body-shape more closely.
combination with the garment type as to where it Often garments have rigid objects attached the
should be placed around the body (front, back, positions of which are dependent on the fabric's
around arms, etc.) drape. Examples of such objects are buttons, cuff
links, etc. We define them by using a URL to their
Fabric Drape and Reflectance Properties geometry and again use the panel ID and UV
In order to make the virtual garment drape in a coordinates for the position of the attachment on
way that a real fabric would, we use the garment panel bounding rectangle.
measurements of real fabrics and incorporated

78
RJTA Vol. 9 No. 1 2005

4. Garment Simulation System The defined garment type is used to pre-position


the garment accordingly around the scanned body
In this section, we describe the virtual garment so that their seaming lines can be joined.
simulation and visualisation system, indicate how
it is implemented and discuss briefly the user After the garment panels have been meshed and
interface. The interface was designed to be very pre-positioned, elastic forces are applied along the
simple for use by customers in a store and to seaming lines to join them together. This seaming
protect their privacy. process is complete once all seaming points have
converged to a close proximity. If convergence
Simulation and Visualisation does not take place within a predefined number of
The dynamics and visualisation for real-time iterations the seaming process stops. This means
garment simulation was implemented as an that the garment is too small and does not fit the
ActiveX control by using the Active Template customer. We use the percentage of sewn points
Library (ATL) and the Interface Description as a fit feedback measure. After seaming has
Language (IDL) (Rector and Sells, 1999) in finished we apply a number of iterations with
combination with C++ and OpenInventor gravitational forces enabled to obtain realistic
(Wernecke, 1994) ActiveX was chosen because it drape behaviour.
can easily be embedded into HTML Internet
pages with JavaScript while at the same time it Since the computations for the simulation mainly
gives access to the full processing and graphics involve vector operations we achieved
acceleration power of the hardware. The control is performance increases by exploiting some of the
divided into four main processes: URL loader, latest processor architectures which implement
interface, visualisation and simulation. Simulation parallel data manipulation. Without optimising the
consists of three parts, the meshing, the numerical code for parallel computation but simply by
simulation (ie. integration of Newton's law of changing compiler settings to exploit single
motion) and collision detection and response. We instruction multiple data (SIMD) and parallel
employ directional velocity modification (DVM) execution a simulation speed up of 20% could be
to compensate for spring over-elongation with an achieved.
explicit Euler integration as numerical methods
for the simulation as described in (Vassilev, et al., User Interface and Customer Discretion
2001). Cloth-body collision detection and Interaction with the dressed 3D body is restricted
response is carried out with our image space to garment and viewpoint changes. The user can
based approach also described in (Vassilev, et al., zoom in and out, pan and rotate around the 3D
2001) and for cloth-cloth collisions we employ model by dragging the mouse.
bounding volume hierarchies.
For the try-on of garments we followed a simple
Garment Panel Meshing, Pre-Positioning, point and click paradigm. Once a garment has
Seaming and Draping been chosen it is immediately loaded into the
In order to apply the simulation algorithm, we visualisation and the virtual customer is dressed.
implemented a meshing method that reads the Not surprisingly, a research study on body
cutting patterns and fabric properties and scanning has revealed issues about customers'
produces a mass-spring system with the embarrassment when viewing their bodies (Istook
rectangular topology as shown in Figure 1 and and McKinnon, 1999). We assumed that this
Figure 3. would be particularly critical in a public place and
took measures to address such issues for the
We decided to keep the meshing process as part garment retail setup.
of our simulation module so that we could adjust
the drape simulation accuracy and speed by Firstly, we designed clothing to make sure the
setting the mesh resolution appropriately. Cutting customer is always dressed properly. We call such
pattern contours require far less space than the clothing default wear. An example is shown on
mass-spring mesh and therefore can be transferred the left of Figure 7. The visualisation only shows
more efficiently over the Internet. the customer when she is dressed. Secondly, when
a different garment is chosen we keep on
displaying the previous garment and wait until the

79
RJTA Vol. 9 No. 1 2005

simulation has converged to a certain degree of the scene at a certain point, therefore, the light-
before we swap to visualise the simulation of the probe should be taken with the chrome ball
new choice. The customer thus gets important located near where the client is placed in the
visual feedback from the seaming simulation target photograph. An example light-probe of our
animation but at the same time we make sure she designer's office is depicted in Figure 4.
always appears dressed. Fig. 4
5. Natural Global Illumination

Although not available for customer use in a store,


the system we have developed includes facilities
for rendering and visualising garments under
natural, global illumination. This is provided as a
facility for designers as indicated in the Fig. 4. A HDR Light probe of a target location
introduction. for illumination of virtual garments
shown at increasing f-stops from
Global Illumination left to right.
The goal of global illumination is to approximate
the behaviour of light interactions in a scene. After the real-time garment simulation has
Global illumination is of particular interest for the converged to a stable state we convert the 3D
realistic illumination of clothing because of mesh and reflectance data to a format that can be
complex light interreflections between fabrics for read by RADIANCE. The appropriate HDR
example, between clothing on the torso and on the panoramic image or light-probe is loaded into
arms, or in the ridges, creases and folds of cloth. RADIANCE for lighting and an image is rendered
Such interreflections and soft shadow effects with the camera parameters acquired in the
cannot be simulated with faster local illumination registration process (see next sub-section). In
systems. Radiosity and Monte Carlo path tracing order to render with indirect illumination, such as
are the most commonly used approaches to find a a light-probe, the number of diffuse reflections of
solution to the rendering equation that takes such a ray (also called ambient bounces in
light interactions into account. RADIANCE RADIANCE) simulated has to be greater than
(Ward and Shakespeare, 1998) is one of the zero. In fact, we set it to two to account for fabric
systems that approximates the real behaviour of interreflections as well. Ambient sampling
light very well and is freely available in open parameters are set relatively high to achieve good
source. It uses a Monte Carlo path tracer with an rendering quality.
octree data structure and an irradiance caching
strategy for improved speed. RADIANCE was Merging the Real and Virtual
mainly used for the illumination of architectural In order to make the virtual garment appear on the
designs but is very flexible and can also be client's photograph, as if the client were dressed in
harnessed for the illumination of clothes. In the virtual garment, the photograph of the client
(Debevec, 1998) Debevec proposed to use has to be aligned with an image of the 3D scan of
RADIANCE with high dynamic range (HDR) the client. This could be achieved by extracting
panoramic photographs as light sources for global camera position and direction by using a camera
illumination in order seamlessly to insert virtual calibration technique such as that described by
objects into real scenes. He coined this technique, Zhang in (Zhang, 2000) and by rendering the 3D
Natural Illumination. In Debevec's approach scan and garment with the camera settings of the
the panoramic HDR images are composed of photograph. However, for camera calibration,
photographs of a chrome ball taken from the same multiple photographs of a calibration pattern in
view with different exposure settings (eg. varied the target scene are required which may not be
shutter speed on the camera). We employ this available. Automatic alignment of the model with
technique for the system and exploit the panorama the image can also be found with image
transformation and HDR composition features of registration techniques. See Lester and Arridge
HDRShop (Tchou and Devevec, 2001) to create a (Lester and Arridge, 1999) for a survey. If the
so called light-probe of the target environment. A pose of the client in the image is significantly
light-probe contains the radiance measurements different to that of the client's 3D scan, the scan

80
RJTA Vol. 9 No. 1 2005

has to be animated with the garment to approach 5and on the right a rendered jacket extracted from
the pose in the photograph as closely as possible. the background is depicted.
An automatic character animation system
combined with an image registration method
would be required to find the right pose
automatically. For this system we did not
concentrate on automatic model alignment.
Instead, we superimposed the virtual model over
the client's photograph and adjusted the virtual
camera to allow us to visually match photograph
and scan. In addition, rather than attempting to
register the limbs, in particular the client's arms, Fig. 5. Left: automatically generated mask to
in the scan to match the photograph, we chose to extract a garment from a background,
replicate appropriate background texture over the right: extracted garment.
original position of the arms in the photograph.
Part of the subject's left arm shown in Figure 8 to Synthesis of Occluded Background
illustrate this process.
When merging images, usually the background,
Fabric Reflectance Estimation where the new image is inserted, is lost.
Sometimes it is also required to recreate parts of
Owing to its micro- and meso-structure the the background texture occluded by a real
bidirectional reflectance distribution function garment. For example, parts of our client's real
(BRDF) of fabric can be very complicated. We garments may not be sufficiently covered by the
approximated the spatially varying fabric synthetic garment and therefore need to be
reflectance, described by a bidirectional texture replaced by the background expected in the image
function (BTF), by taking photographs of a as indicated in Figure 8. Ideally, an image of the
sample of the fabric in diffuse light. Therefore the background without the client is available, but if
approximation is described by a Lambertian this were not the case, the background could be
texture. Colour and light calibration was achieved approximated by use of texture synthesis
by inserting a MacBeth colour checker in the techniques. Generally texture synthesis takes as
image with the fabric. The image is balanced input an area of the image that is similar to what
afterwards so that the known values of the should be regenerated. The area that should be
MacBeth chart best match those of the image in a recovered is marked and synthesized with a
least squares sense. Since our fabric reflectance texture that most likely would have covered that
sample was not always large enough to create the area according to a probability distribution of the
whole virtual garment we used a texture synthesis specified sample region. We employed a
method briefly described below. technique described by Harrison (Harrison, 2001)
for this, but the results, though promising, were
Masking the Rendering for Photo Composition
not as good as those we could obtain by using
In order to subtract a garment from the parts of a background image to replace areas in
background of a synthetic image it is necessary the foreground of Figure 9.
to create a mask image. The problem is that
client and garment interact and it would be 6. Results
difficult manually to generate a good mask to
sufficient accuracy. Instead we use an The system was tested in two setups. In the retail
automatic depth buffer approach. We create a service without use of the global illumination
depth buffer image for the 3D scan and methods and in the augmented reality garment
background (the light probe) without the design application with the natural global
garment and another depth buffer image of illumination methods.
scan with the simulated garment. A simple
filter function is then used to generate a mask Retail Installation
image. The filter function returns 1 if the depth Statements about the retail service are based on
value of the garment is greater than the depth informal interviews with some of the operators
value of the client and 0 otherwise. An example that run the service. Generally, these operators
mask is depicted on the left in Figure 5 Fig.

81
RJTA Vol. 9 No. 1 2005

were female students from the London College of are mainly people from the film and games
Fashion (LCF). Their education provides a very industries but also university students who want
good background to give recommendations on the to find out what the system does and how it works.
fit of garments. Also, they know how to work
Internet Access
with computers though they are not expert
computer users. A brief training of less than an Once scanned, customers can access the system
hour is sufficient for them to run the service. over a secure link on the Internet. There are now
several thousand scans stored in the central
System Reliability
database of Bodymetrics.
About one in every fifty customers is scanned a
Visual Quality
second time owing to size and landmark
extraction problems of the TC2 software. No Images that illustrate the visual quality of the
problems have been reported with the simulation are given below. Figure 7 shows one
visualisation and simulation system. of our customers in default wear on the left. A
front view of the customer in a pair of jeans is
Customer Feedback
given in the middle of Figure 7 and a view from
At the moment the system is for women only, this the back of the same customer in the same pair of
limitation is because of the type of garments jeans is depicted on the right. An illustration of
available for simulation. Ten different designer the visual feedback a customer would get if a pair
jeans brands in five different sizes are offered for of jeans does not fit so well is depicted in Figure 6.
virtual try-on at the moment. New customers are On the left we show a customer in jeans that are
added to the system every day. They read about too tight for the seams to join properly and on the
the service in the news, have heard about it on TV right jeans that are too large for this customer and
or are informed by word of mouth. They are therefore appear very baggy.
coming mainly alone or with a male friend.
Customers are normally coming to buy jeans Augmented Reality Garment Design
anyway and they are willing to pay for the service. We collaborated with a designer to test the system
In general, they are finding the system useful and in a real world design setting. As a simple
they find the real-time garment visualisation garment, our designer was asked to make a jacket.
sufficiently realistic. A few customers completely In order to verify the simulation our designer
trust the simulation and would buy the garment created the jacket not only in the CAD system for
without trying them on in person. Operators simulation but also made a real toile of the
recommend to try-on the real garment before garment. The designer's client was scanned with
buying however. Used in this manner, the system the TC2 system and we took photographs of the
helps customers find the best fitting size and style client in the real jacket for comparison. A light
of jeans that they like. Customers are very probe was taken in our designer's office as
interested to try out new virtual garment items depicted in Figure 4. This was done under real-
added to the database. life conditions, with the office otherwise in near-
normal use, as can be seen from the fact that the
We found that most of the customers are very door is slightly open in Figure 8 (and therefore
confident with their body and embarrassment also in Figure 9, right) but closed in Figure 9, left).
about viewing their body as suggested by (Istook Figure 9 depicts a client in a real jacket toile on
and McKinnon, 1999) only occurs rarely. the left and on the right the client dressed in a
virtual jacket. We note that owing to natural
Some of the customers would like to enter the illumination the simulated garment fits
scanner with high heels to appear differently. realistically into the photograph. Since hands
Quite a few female customers seem to be were chopped off the 3D scan they are not present
encouraged by their male friends to try-out the in the image with the virtual garment either. There
system. It is also mainly the males who are are creases in the real jacket which do not appear
interested in the data format of the scan and in the simulation. In general the simulation
whether they could access it from the Internet. appears much smoother. This may be for two
Other Visitors reasons. Firstly, the garment simulation does not
account for memory effects of the fabric, while,
There are many people visiting the installation secondly, the resolution of the mass-spring mesh
just because of interest in the technology. These could be increased to generate more detailed
82
RJTA Vol. 9 No. 1 2005

Fig. 6. Jeans that do not fit well; left a customer with jeans too tight; right a customer with very baggy jeans.

Fig. 7. fltr: Customer in default wear; front view of a customer in jeans;


back view of the same customer in the same pair of jeans.

83
RJTA Vol. 9 No. 1 2005

Fig. 8. 3D scan superimposed on the photograph to approximate camera parameters.

Fig. 9. Left client in the real jacket toile, right the naturally illuminated and
simulated jacket composited with a photograph of a client.

84
RJTA Vol. 9 No. 1 2005

creases. Also, some shadows, for example, under Acknowledgement


the arms, appear stronger and sharper in the
simulation than in real-life. Finally, we note that The system described in this paper is the property
parts of the simulated garment, such as on the of Bodymetrics Ltd 1 and was commissioned by
pockets, right sleeve and left lapel, appear less them. The system utilises components licensed
smooth on the simulation than in real-life. This from UCL.
appears to be because of limitations on the Thanks also to Anki Lindblom for designing the
interpolation of normals in the RADIANCE jacket and Kelvin Lawrance for work on the on-
system when they are used for calculating line database.
interreflection effects. Such artefacts could also
be reduced by using higher resolution meshes. In REFERENCES
spite of these deficiencies, both the designer and
client have found the system very useful and [1] 1992, Aama/ansi 292 American national
interesting. Our designer commented on possible standard for pattern data interchange.
improvements mainly on the garment design and [2] 2001, D6673-01 standard practice for
simulation interfaces. sewn products pattern data interchange-
data format.
7. Conclusions and Future Work [3] Baraff, David and Witkin, Andrew (1998),
Large steps in cloth simulation, In
A system for fully automatic virtual clothing Computer Graphics Proceedings, Annual
simulation was installed successfully in a Conference Series, pages 43-54.
department store. The same system was tested by SIGGRAPH.
a garment designer as an augmented reality [4] Bell, G., Carey, R. and Marrin, C. (1996),
garment design tool to create near photo-realistic The Virtual Reality Modeling Language
images of a client in virtual garments. At the time Specification. Technical report, Version
of writing the retail installation has run for over 2.0, ISO/IEC CD 14772, August.
eighteen month. There is high customer demand [5] Bigliani, R. and Eischen, J.W. (2000),
for the system and, to meet this, we need to add Collision detection in cloth modeling. In
more virtual garments to the database. The system D.H. House and D.E. Breen, editors, Cloth
is also freely accessible on the Internet over a Modeling and Animation, pages 197217.
secure link. There are now several thousand A K Peters.
customer scans in the central database. A market [6] Breen, D.E., House, D.H. and Wozny, M.J.
research study will be carried out to identify the (1994), Predicting the drape of woven
main customer demands to improve the system. A cloth using interacting particles. In
possible system improvement may be to allow the Computer Graphics Proceedings, Annual
virtual customer to change poses or even to carry Conference Series, volume 94, pages 365-
out animation sequences based on motion capture 372.
data in order to get a better idea about how the [7] Carignan, M., Yang, Y., Magnenat
garment will interact with the body. The Thalmann, N. and Thalmann, D. (1992),
visualisation quality can be improved by adding Dressing animated synthetic actors with
more detailed fabric reflectance properties. complex deformable clothes, In Computer
Quantitative data, such as the percentage of sewn Graphics Proceedings, Annual Conference
points mentioned in section 4, to give fit feedback Series, volume 92, pages 99-104.
to the customer could be extracted from the [8] Debevec, P. (1998), Rendering synthetic
garment simulation data. We believe that objects into real scenes: Bridging
automatic techniques to extract a full garment traditional and image based graphics with
description from photographs of real garments global illumination and high dynamic
will be a fruitful area of future research. range photography, 32(Annual
Conference Series):189-198, August.
For the augmented reality garment design setup
an automatic technique visually to register a
client's photograph with a 3D scan in arbitrary
1
pose will be a challenge. In addition, it would be More information about Bodymetrics Ltd. can be found on
interesting to extend the system to a collaborative the Internet at www.bodymetrics.com
garment design tool for use over the Internet.
85
RJTA Vol. 9 No. 1 2005

[9] Desbrun, M., Schroeder, P. and Barr, A. [22] Provot, X. (1997), Collision and self-
(1999), Interactive animation of collision handling in cloth model dedicated
structured deformable objects. In to design, Computer Animation and
Proceedings of Graphics Interface Simulation 97, pages 177-190, ISBN 3-
(GI1999), pages 1-8. Canadian Computer- 211-83048-0. Held in Budapest, Hungary
Human Communications Society. September.
[10] Eberhardt, B., Weber, A. and Strasser, W. [23] Rector, B.E., Sells, C. (1999), ATL
(1996), A fast, flexible, particle-system Internals (The Addison-Wesley Object
model for cloth draping, j-IEEECGA, Technology Series) by Pearson
16(5):52-59, September. Educational; 1st edition ISBN:
[11] Eischen, J.W., Deng, S. and Clapp, T.G. 0201695898 March 31
(1996), Finite element modeling and [24] Tchou, C. and Debevec, P. (2001),
control of flexible fabric parts, IEEE HDRShop.
Computer Graphics and Applications, [25] Terzopoulos, D., Platt, J., Barr, A. and
16(5):7180, ISSN 0272-1716, September. Fleischer, K. (1987), Elastically
[12] Etzmuss, Olaf, Eberhardt, B. and Hauth, deformable models, Computer Graphics
Michael, Implicit-explicit schemes for (Proc. SIGGRAPH87), 21(4):205214.
fast animation with particle systems. In [26] Teschner, M., Kimmerle, S., Heidelberger,
Computer Animation and Simulation 2000, B., Teschner, M., Zachmann, G.,
pages 138-151, Eurographics, August Raghupathi, L., Fuhrmann, A., Cani, M.P.,
2000.ISBN 3-211-83392-7. Faure, F., Magnenat Thalmann, N.,
[13] Feynman, C.R. (1986), Modeling the Strasser, N. and Volino, P., Collision
Appearance of Cloth, MS thesis, EECS detection for deformable objects,
dept, MIT, May. Eurographics, Sep 2004.
[14] Harrison, P. (2001), Non-hierarchical [27] Vassilev, T., Spanlang, B. and
procedure for re-synthesis of complex Chrysanthou, Y. (2001), Fast cloth
textures. In V. Skala, editor, WSCG 2001 animation on walking avatars, Computer
Conference Proceedings. Graphics Forum, 20(3):260267, ISSN
[15] Home page of the textile clothing 1067-7055.
technology cooperation. www.tc2.com. [28] Volino, P. and Magnenat-Thalmann, N.
[16] Home page of the UK national sizing (1995), Collision and self-collision
survey. www.sizeuk.org. detection: Effcient and robust solutions for
[17] Istook, C.L. and McKinnon, L. (1999), highly deformable surfaces, Computer
Psychological Issues Concerning Body Animation and Simulation 95, pages 55
Scanning, Annual International Textile 65, September. ISBN 3-211-82738-2.
and Apparel Association Meeting, [29] Volino, P. and Magnenat-Thalmann, N.
November 10-13, Santa Fe, NM (2001), Comparing efficiency of
(November ). integration methods for cloth simulation,
[18] Kawabata, S. (1980), The standardization In Computer Graphics International 2001,
and analysis of hand evaluation, The pages 265-272, July. ISBN 0-7695-1007-8.
Textile Machinery Society of Japan. [30] Volino, P., Courchesne, M. and Magnenat-
[19] Lester, H. and Arridge, S. (1999), A Thalmann, N. (1995), Versatile and
survey of hierarchical non-linear medical efficient techniques for simulating cloth
image registration, Pattern Recognition, and other deformable objects, In Proc.
32(1):129-149. SIGGRAPH95, pages 137-144.
[20] Lin, M. and Gottschalk, S. (1998), [31] Ward, G. and Shakespeare, R. (1998),
Collision detection between geometric Rendering with radiance: the art and
models: A survey. science of lighting visualization, Morgan
[21] Provot, X. (1995), Deformation Kaufmann Publishers Inc.
constraints in a mass-spring model to [32] Weil, J. (1986), The synthesis of cloth
describe rigid cloth behaviour, objects, In David C. Evans and Russell J.
Proceedings of Graphics Interface, 141- Athay, editors, Computer Graphics
155. (SIGGRAPH 86 Proceedings), volume 20,
pages 49-54, August.

86
RJTA Vol. 9 No. 1 2005

[33] Wernecke, J. (1994), The Inventor Mentor: Computer Graphics and Applications,
Programming Object-Oriented 3D pages 328-337, October. ISBN 0-7695-
Graphics with Open Inventor, Release 2, 0868-5.
Addison Wesley. [35] Zhang, Z. (2000), A flexible new
[34] Zhang, D. and Yuen, M.M.F. (2000), technique for camera calibration, IEEE
Collision detection for clothed human Transactions on Pattern Analysis and
animation, 8th Pacific Conference on Machine Intelligence, 22(11):13301334.
.

87

Das könnte Ihnen auch gefallen