Virtual wardrobe AR experience
By using machine learning models to generate 3D virtual fashion items in the AR system, the problem of users' difficulty in customizing and interacting with AR elements is solved, and a more efficient and user-friendly AR experience is achieved.
Patent Information
- Application Number
- CN202380057240.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-07-28
- Filing Date
- 2023-07-24
- Publication Date
- 2025-03-14
AI Technical Summary
Existing AR systems restrict users from viewing or visualizing how customized AR elements look relative to their surroundings, and creating custom AR elements is complex, limiting the user's interactive experience.
By intelligently and automatically generating 3D virtual fashion items of real-world fashion items depicted in the image, and allowing the 3D virtual fashion items to be placed in a new virtual environment or AR/VR experience, using messaging applications and machine learning models such as neural networks, the generation and interaction of user-defined AR elements are achieved.
It improves users' interactive experience and efficiency in AR/VR systems, allows users to quickly generate and share 3D virtual fashion items, and reduces the complexity and time cost of creating custom AR elements.
Smart Images

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Abstract
Description
[0001] Priority claim
[0002] This application claims the benefit of U.S. patent application serial number 17 / 815,831, filed on July 28, 2022, which is incorporated herein by reference in its entirety. Technical Field
[0003] The present disclosure generally relates to providing an augmented reality (AR) experience using a messaging application. Background Art
[0004] AR is a modification of a virtual environment. For example, in virtual reality (VR), the user is completely immersed in a virtual world, while in AR, the user is immersed in a world where virtual objects are combined with the real world or superimposed on the real world. AR systems are designed to generate and present virtual objects that realistically interact with the real world environment and with each other. Examples of AR applications can include single-player or multi-player video games, instant messaging systems, etc. BRIEF DESCRIPTION OF THE DRAWINGS
[0005] In the accompanying drawings (which are not necessarily drawn to scale), similar reference numerals may describe similar components in different views. To easily identify the discussion of any particular element or action, the most significant digit or digits in the reference numeral refer to the figure number in which the element is first introduced. Some non-limiting examples are shown in the accompanying drawings, in which:
[0006] Figure 1 is a pictorial representation of a networked environment in which the present disclosure may be deployed, according to some examples.
[0007] Figure 2 is a graphical representation of a messaging client application according to some examples.
[0008] Figure 3 is a graphical representation of data structures maintained in a database according to some examples.
[0009] Figure 4 is a graphical representation of the message according to some examples.
[0010] Figure 5 is a block diagram illustrating an example virtual wardrobe AR experience system according to some examples.
[0011] Figures 6 to 9 is a graphical representation of the output of a virtual wardrobe AR experience system according to some examples.
[0012] Fig.10 is a flow chart illustrating example operations of a virtual wardrobe AR experience system according to some examples.
[0013] Fig.11 is a diagrammatic representation of a machine in the form of a computer system according to some examples within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein.
[0014] Fig.12 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION
[0015] The following description includes systems, methods, techniques, instruction sequences, and computing machine program products that embody illustrative examples of the present disclosure. In the following description, for the purpose of illustration, many specific details are set forth to provide an understanding of various examples. However, it will be apparent to those skilled in the art that examples may be practiced without these specific details. Typically, it is not necessary to show in detail known instruction instances, protocols, structures, and techniques.
[0016] Typically, VR and AR systems allow users to add AR elements to their environment, where the environment includes captured image data corresponding to the user's surroundings. Such systems can recommend AR elements based on various external factors, such as the user's current geographic location and various other contextual clues. Some AR systems allow users to capture a video of themselves or another person and select from a list of available AR elements to add to the image to see how the selected AR element looks on themselves or the person depicted in the image. Although these systems generally work well, they limit users to see how predefined AR elements look within their current surroundings. They do not allow users to view or visualize how customized AR elements look relative to their surroundings. Creating custom AR elements is usually performed by purchasing or using complex AR modeling software and capturing hundreds of images of different views of a given physical asset. Due to the complexity involved in creating AR elements, users are often limited to selecting AR elements previously defined and generated by third parties and interacting with AR elements. Finding these AR elements of interest can take a lot of time and effort.
[0017] Therefore, when accessing a virtual try-on experience, it is impossible for a user to fully immerse themselves in the various available looks and styles of fashion items, especially those that the user actually owns. This results in users of these systems having to expend significant effort searching and navigating multiple user interfaces and information pages to identify items of interest. These tasks can be arduous and time consuming, which detracts from the overall interest of using these systems and results in a waste of resources.
[0018] The disclosed technology improves the efficiency of using electronic devices that implement or otherwise access AR / VR systems by intelligently and automatically generating 3D virtual fashion items of real-world fashion items depicted in images, and allowing the 3D virtual fashion items to be placed in new virtual environments or virtual AR / VR experiences. For example, the disclosed technology accesses images depicting real-world fashion items of users through messaging applications. The disclosed technology generates 3D virtual fashion items based on real-world fashion items depicted in images by messaging applications, and stores the 3D virtual fashion items in a database, which includes a virtual wardrobe, which includes multiple 3D virtual fashion items associated with the user. The disclosed technology generates an AR experience through a messaging application, which allows users to interact with the virtual wardrobe in a unique and interesting way. In this way, users can capture images of physical fashion items they actually own, and use one or more AR elements to visualize how such 3D versions or 3D virtual fashion items look in different situations. Clothing, apparel, or fashion items may include shirts, pants, skirts, dresses, shoes, jewelry, wallets, furniture items, household items, goggles, lenses, AR logos, AR badges, wallets, pants, shorts, skirts, jackets, t-shirts, tops, glasses, jewelry, earrings, bunny ears, hats, earmuffs, facial makeup, or any other suitable item or object.
[0019] The disclosed technology uses a machine learning model (e.g., a neural network) to generate 3D virtual fashion items in a novel and unique way. Specifically, the neural network is trained based on training data, and the training data includes a plurality of training images depicting training fashion items and actual true 3D virtual fashion items of the training fashion items. The neural network is applied to a first training image depicting a first training fashion item in the plurality of training images to estimate the 3D virtual fashion item and obtain the actual true 3D virtual fashion item corresponding to the first training image. The neural network compares the estimated 3D virtual fashion item with the actual true 3D virtual fashion item to calculate a deviation, and updates the parameters of the neural network based on the calculated deviation. In this way, the neural network can seamlessly and quickly generate realistic virtual 3D versions of physical fashion items owned by the user based on a small set of images or a single image of each corresponding physical fashion item. That is, the neural network does not use expensive and difficult to use complex 3D modeling software, but allows novice users to quickly and cheaply generate 3D versions of physical fashion items they own to create a shareable virtual wardrobe.
[0020] In some examples, 3D virtual fashion items (or virtual 3D fashion items) can be placed in the AR experience of multiple users participating in the conversation. Multiple users can exchange messages of their virtual 3D fashion items, and each user can control which virtual 3D fashion items are placed on one or more avatars. A group image can be generated, which includes the avatars of each user participating in the conversation, and these avatars are wearing virtual 3D fashion items selected by the user in the conversation. In some cases, the virtual wardrobe including multiple 3D virtual fashion items of the user can be selectively shared with one or more other users. 3D virtual fashion items can be used to develop fashion item profiles for users, to recommend different types of fashion items to users, or to recommend different fashion items to wear on different occasions (e.g., based on weather or user's mood). In some examples, some fashion items can be marked by users or automatically marked as private by the system to prevent sharing with the public or sharing with all friends of the user. Such fashion items can be limited to sharing with only a group of users of a specific selection.
[0021] In this way, the disclosed technology improves overall AR functionality and the user's experience when using an electronic device, while also reducing the total amount of system resources required to complete tasks.
[0022] Networked computing environment
[0023] Figure 1 1 is a block diagram illustrating an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network. The messaging system 100 includes multiple instances of a client device 102, each of the multiple instances hosting a number of applications including a messaging client 104 and other external applications 109 (e.g., third-party applications). Each messaging client 104 is communicatively coupled to other instances of messaging clients 104 (e.g., hosted on respective other client devices 102), a messaging server system 108, and external application servers 110 via a network 112 (e.g., the Internet). The messaging client 104 may also communicate with locally hosted third-party applications (also referred to as "external applications" and "external applications") 109 using an application programming interface (API).
[0024] In some examples, client device 102 may include AR glasses or AR headsets, wherein virtual content is displayed within the lenses of the glasses while the user views the real world environment through the lenses. For example, an image may be presented on a transparent display, which allows the user to simultaneously view content presented on the display and real-world objects.
[0025] The messaging clients 104 (sometimes referred to as client applications) are able to communicate and exchange data with other messaging clients 104 and messaging server systems 108 via the network 112. The data exchanged between messaging clients 104 and between messaging clients 104 and messaging server systems 108 includes functions (e.g., commands to invoke functions) and payload data (e.g., text, audio, video, or other multimedia data).
[0026] The messaging server system 108 provides server-side functionality to certain messaging clients 104 via the network 112. Although certain functions of the messaging system 100 are described herein as being performed by the messaging client 104 or by the messaging server system 108, the location of certain functions within the messaging client 104 or within the messaging server system 108 may be a design choice. For example, it may be technically preferred to initially deploy certain technologies and functions within the messaging server system 108, but later migrate the technologies and functions to the messaging client 104 where the client device 102 has sufficient processing power.
[0027] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include sending data to the messaging clients 104, receiving data from the messaging clients 104, and processing data generated by the messaging clients 104. As examples, the data may include message content, client device information, geographic location information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the messaging system 100 is invoked and controlled by functions available via the user interface of the messaging client 104.
[0028] Turning now specifically to the messaging server system 108, an API server 116 is coupled to and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application server 114. Similarly, a web server 128 is coupled to and provides a web-based interface to the application server 114. To this end, the web server 128 processes incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.
[0029] The API server 116 receives and sends message data (e.g., commands and message payloads) between the client device 102 and the application server 114. Specifically, the API server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 to invoke the functions of the application server 114. The API server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via the application server 114; sending media files (e.g., images or videos) from a messaging client 104 to the messaging server 118 and for possible access by another messaging client 104; setting up a collection of media data (e.g., a story); retrieving a friend list of a user of a client device 102; retrieving such a collection; retrieving messages and content; adding entities (e.g., friends) to an entity graph (e.g., a social graph) and removing entities (e.g., friends) from an entity graph (e.g., a social graph), locating friends in a social graph; and opening application events (e.g., related to a messaging client 104).
[0030] The application server 114 hosts many server applications and subsystems, including, for example, a messaging server 118, an image processing server 122, and a social network server 124. The messaging server 118 implements many message processing techniques and functions, particularly those related to the aggregation and other processing of content (e.g., text and multimedia content) included in messages received from multiple instances of the messaging client 104. As will be described in further detail, text and media content from multiple sources can be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available to the messaging client 104. In view of the hardware requirements for other processor and memory intensive processing of data, such processing can also be performed on the server side by the messaging server 118.
[0031] The application server 114 also includes an image processing server 122 that is dedicated to performing various image processing operations, typically on images or videos within the payload of messages sent from or received at the messaging server 118 .
[0032] The image processing server 122 is used to implement ( Figure 2The scanning function of the augmented system 208 (shown in FIG. 1 ) includes: when an image is captured by the client device 102, activating and providing one or more AR experiences on the client device 102. Specifically, the messaging client 104 on the client device 102 can be used to activate a camera. The camera displays one or more real-time images or videos and one or more icons or identifiers of one or more AR experiences to the user. The user can select a given identifier in the identifier to start the corresponding AR experience or perform the desired image modification.
[0033] The social network server 124 supports various social networking functions and services and makes them available to the messaging server 118. To this end, the social network server 124 maintains and accesses an entity graph 308 (e.g., Figure 3 ). Examples of functions and services supported by the social networking server 124 include identifying other users of the messaging system 100 that have a relationship with a particular user or that the particular user is "following," and also identifying interests and other entities of a particular user.
[0034] Returning to the messaging client 104, the features and functions of the external resource (e.g., a third-party application 109 or an applet) are available to the user via the interface of the messaging client 104. The messaging client 104 receives a user selection of an option for launching or accessing features of an external resource (e.g., a third-party resource) such as an external application 109. The external resource can be a third-party application (external application 109) installed on the client device 102 (e.g., a "local application"), or a small-scale version of a third-party application (e.g., a "applet") hosted on the client device 102 or remote from the client device 102 (e.g., on an external resource or application server 110). The small-scale version of the third-party application includes a subset of the features and functions of the third-party application (e.g., a full-scale, local version of a third-party standalone application), and uses a markup language document to implement the small-scale version of the third-party application. In one example, the small-scale version of the third-party application (e.g., a "applet") is a web-based markup language version of the third-party application and is embedded in the messaging client 104. In addition to using markup language documents (eg, .*ml files), applets may include scripting languages (eg, .*js files or .json files) and style sheets (eg, .*ss files).
[0035] In response to receiving a user selection of an option for launching or accessing a feature of an external resource (e.g., an external application 109), the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed external application. In some cases, an external application 109 installed locally on the client device 102 may be launched independently of the messaging client 104 and separately from the messaging client 104, for example, by selecting an icon corresponding to the external application 109 on a home screen of the client device 102. A small-scale version of such an external application may be launched or accessed via the messaging client 104, and in some examples, any portion or limited portion of the small-scale external application may not be accessible outside of the messaging client 104. The small-scale external application may be launched by the messaging client 104 receiving a markup language document associated with the small-scale external application from the external application server 110 and processing such a document.
[0036] In response to determining that the external resource is a locally installed external application 109, the messaging client 104 instructs the client device 102 to launch the external application 109 by executing the locally stored code corresponding to the external application 109. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with the external application server 110 to obtain a markup language document corresponding to the selected resource. The messaging client 104 then processes the obtained markup language document to present the web-based external resource within the user interface of the messaging client 104.
[0037] The messaging client 104 may notify the user of the client device 102 or other users (e.g., "friends") associated with such a user of activities occurring in one or more external resources. For example, the messaging client 104 may provide a notification related to the current or recent use of an external resource by one or more members of a group of users to a participant in a conversation (e.g., a chat session) in the messaging client 104. One or more users may be invited to join an active external resource or to start an external resource that has been recently used but is currently inactive (in a group of friends). The external resource may provide the ability to share items, conditions, states, or locations in the external resource with one or more members of a group of users entering the chat session to participants in the conversation who each use the corresponding messaging client 104. The shared item may be an interactive chat card that members of the chat may interact with, such as to start a corresponding external resource, view specific information within an external resource, or bring members of the chat to a specific location or state within an external resource. Within a given external resource, a response message may be sent to the user on the messaging client 104. The external resource may selectively include different media items in the response based on the current context of the external resource.
[0038] The messaging client 104 may present a list of available external resources (e.g., third-party or external applications 109 or applets) to the user to launch or access a given external resource. The list may be presented in a context-sensitive menu. For example, icons representing different external applications in the external applications 109 (or applets) may vary based on how the user launches the menu (e.g., from a conversation interface or from a non-conversation interface).
[0039] In some examples, messaging client 104 performs some or all of the functionality discussed below in connection with virtual wardrobe AR experience system 224 .
[0040] System Architecture
[0041] Figure 2 1 is a block diagram showing additional details about the messaging system 100 according to some examples. Specifically, the messaging system 100 is shown to include a messaging client 104 and an application server 114. The messaging system 100 contains many subsystems, which are supported on the client side by the messaging client 104 and on the server side by the application server 114. These subsystems include, for example, a transient timer system 202, a collection management system 204, an augmentation system 208, a map system 210, a game system 212, an external resource system 220, and a virtual wardrobe AR experience system 224.
[0042] The transient timer system 202 is responsible for implementing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes a number of timers that selectively enable access to messages and associated content (e.g., for presentation and display) via the messaging client 104 based on duration and display parameters associated with a message or collection of messages (e.g., a story). Additional details regarding the operation of the transient timer system 202 are provided below.
[0043] The collection management system 204 is responsible for managing collections or collections of media (e.g., collections of text, images, video, and audio data). Collections of content (e.g., messages, including images, videos, text, and audio) can be organized into "event galleries" or "event stories." Such collections can be available for a specified time period (e.g., the duration of an event related to the content). For example, content related to a concert can be made available as a "story" for the duration of the concert. The collection management system 204 can also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client 104.
[0044] In addition, the collection management system 204 also includes a curation interface 206, which allows the collection manager to manage and curate specific content collections. For example, the curation interface 206 enables an event organizer to curate a collection of content related to a specific event (e.g., to delete inappropriate content or redundant messages). In addition, the collection management system 204 uses machine vision (or image recognition technology) and content rules to automatically curate content collections. In some examples, compensation can be paid to users for including user-generated content in a collection. In such a case, the collection management system 204 operates to automatically pay such users for using their content.
[0045] The enhancement system 208 provides various functions that enable users to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to generating and publishing media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to provide media overlays or enhancements (e.g., image filters) to the messaging client 104 based on the geographic location of the client device 102. In another example, the enhancement system 208 is operable to provide media overlays to the messaging client 104 based on other information such as social network information of the user of the client device 102. The media overlay can include audio and visual content and visual effects. Examples of audio and visual content include pictures, text, logos, animations, and sound effects. Examples of visual effects include color overlays. Audio and visual content or visual effects can be applied to media content items (e.g., photos) at the client device 102. For example, the media overlay can include text, graphic elements, or images that can be overlaid on photos taken by the client device 102. In another example, the media overlay includes a location identification overlay (e.g., Venice Beach), the name of a live event, or a business name overlay (e.g., Beach Cafe). In another example, the enhancement system 208 uses the geographic location of the client device 102 to identify a media overlay that includes the name of the business at the geographic location of the client device 102. The media overlay may include other tags associated with the business. The media overlay may be stored in the database 126 and accessed through the database server 120.
[0046] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geographic location on a map and upload content associated with the selected geographic location. The user can also specify an environment in which a particular media overlay should be provided to other users. The enhancement system 208 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geographic location.
[0047] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with a geographic location via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geographic location for a predefined amount of time. The augmentation system 208 communicates with the image processing server 122 to obtain an AR experience and presents an identifier of such an experience in one or more user interfaces (e.g., as an icon on a real-time image or video, or as a thumbnail or icon in an interface dedicated to the identifier of the presented AR experience). Once the AR experience is selected, one or more images, videos, or AR graphical elements are retrieved and presented as an overlay on top of the image or video captured by the client device 102. In some cases, the camera is switched to a front view (e.g., the front camera of the client device 102 is activated in response to activation of a particular AR experience), and an image from the front camera of the client device 102, rather than the rear camera of the client device 102, begins to be displayed on the client device 102. One or more images, videos, or AR graphical elements are retrieved and rendered as an overlay on top of the image captured and displayed by the front-facing camera of the client device 102 .
[0048] In other examples, the augmentation system 208 can communicate and exchange data with another augmentation system 208 on another client device 102 and a server via the network 112. The exchanged data may include: a session identifier identifying the shared AR session; a transformation between the first client device 102 and the second client device 102 (e.g., the plurality of client devices 102 include the first device and the second device), the transformation being used to align the shared AR session to a common origin, a common coordinate system, and functionality (e.g., commands for invoking functionality), and other payload data (e.g., text, audio, video, or other multimedia data).
[0049] The augmentation system 208 sends the transformation to the second client device 102 so that the second client device 102 can adjust the AR coordinate system based on the transformation. In this way, the first client device 102 and the second client device 102 synchronize their coordinate systems and frames to display the content in the AR session. Specifically, the augmentation system 208 calculates the origin of the second client device 102 in the coordinate system of the first client device 102. The augmentation system 208 can then determine an offset in the coordinate system of the second client device 102 based on the location of the origin in the coordinate system of the second client device 102 from the perspective of the second client device 102. The offset is used to generate a transformation so that the second client device 102 generates AR content according to a common coordinate system or frame with the first client device 102.
[0050] The augmentation system 208 can communicate with the client device 102 to establish a separate or shared AR session. The augmentation system 208 can also be coupled to the messaging server 118 to establish an electronic group communication session (e.g., group chat, instant messaging) for the client device 102 in the shared AR session. The electronic group communication session can be associated with a session identifier provided by the client device 102 to obtain access to the electronic group communication session and the shared AR session. In one example, the client device 102 first obtains access to the electronic group communication session and then obtains a session identifier in the electronic group communication session that allows the client device 102 to access the shared AR session. In some examples, the client device 102 is able to access the shared AR session without the assistance of the augmentation system 208 in the application server 114 or without communicating with the augmentation system 208 in the application server 114.
[0051] The mapping system 210 provides various geo-location functions and supports presentation of map-based media content and messages by the messaging client 104. For example, the mapping system 210 enables display of user icons or avatars (e.g., stored in Figure 3) to indicate the current or past locations of the user's "friends" and media content (e.g., a collection of messages including photos and videos) generated by such friends within the context of a map. For example, messages posted by a user to the messaging system 100 from a particular geographic location can be displayed to the "friends" of a particular user on the map interface of the messaging client 104 within the context of that particular location on the map. The user can also share his or her location and status information with other users of the messaging system 100 via the messaging client 104 (e.g., using an appropriate status avatar), where the location and status information is similarly displayed to the selected user within the context of the map interface of the messaging client 104.
[0052] The gaming system 212 provides various gaming functions within the context of the messaging client 104. The messaging client 104 provides a gaming interface that provides a list of available games (e.g., web-based games or web-based applications) that can be launched by a user within the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a particular user to invite other users to participate in playing a particular game by sending an invitation to such other users from the messaging client 104. The messaging client 104 also supports both voice messaging and text messaging (e.g., chatting) within the context of game play, provides leaderboards for games, and supports providing in-game rewards (e.g., coins and items).
[0053] The external resource system 220 provides an interface for communicating with an external application server 110 to start or access external resources to the messaging client 104. Each external resource (application) server 110 hosts, for example, an application based on a markup language (e.g., HTML5) or a small-scale version of an external application (e.g., a game, utility, payment, or ride-sharing application external to the messaging client 104). The messaging client 104 can start the web-based resource (e.g., application) by accessing an HTML5 file from an external resource (application) server 110 associated with a web-based resource. In some examples, the application hosted by the external resource server 110 is programmed in JavaScript using a software development kit (SDK) provided by the messaging server 118. The SDK includes an API with functions that can be called or activated by a web-based application. In some examples, the messaging server 118 includes a JavaScript library that provides access to certain user data of the messaging client 104 to a given third-party resource. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.
[0054] In order to integrate the functionality of the SDK into a web-based resource, the SDK is downloaded from the messaging server 118 by the external resource (application) server 110 or received in other ways by the external resource (application) server 110. Once downloaded or received, the SDK is included as part of the application code of the web-based external resource. The code of the web-based resource can then call or activate certain functions of the SDK to integrate the features of the messaging client 104 into the web-based resource.
[0055] The SDK stored on the messaging server 118 effectively provides a bridge between external resources (e.g., a third party or external application 109 or applet and a messaging client 104). This provides users with a seamless experience of communicating with other users on the messaging client 104 while retaining the look and feel of the messaging client 104. In order to bridge the communication between the external resources and the messaging client 104, in some examples, the SDK facilitates the communication between the external resource server 110 and the messaging client 104. In some examples, the WebViewJavaScriptBridge running on the client device 102 establishes two one-way communication channels between the external resources and the messaging client 104. Messages are sent asynchronously between the external resources and the messaging client 104 via these communication channels. Each SDK function call is sent as a message and a callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with the callback identifier.
[0056] By using the SDK, not all information from the messaging client 104 is shared with the external resource server 110. The SDK limits which information is shared based on the needs of the external resource. In some examples, each external resource server 110 provides an HTML5 file corresponding to a web-based external resource to the messaging server 118. The messaging server 118 can add a visual representation (e.g., a block diagram or other graphic) of the web-based external resource in the messaging client 104. Once the user selects the visual representation or instructs the messaging client 104 to access the features of the web-based external resource through the graphical user interface (GUI) of the messaging client 104, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.
[0057] The messaging client 104 presents a GUI (e.g., a login page or title screen) for the external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the launched external resource has been previously authorized to access the user data of the messaging client 104. In response to determining that the launched external resource has been previously authorized to access the user data of the messaging client 104, the messaging client 104 presents another GUI of the external resource, which includes the functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access the user data of the messaging client 104, after a threshold time period (e.g., 3 seconds) of displaying the login page or title screen of the external resource, the messaging client 104 slides a menu for authorizing the external resource to access the user data (e.g., animating the menu to emerge from the bottom of the screen to the middle or other part of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving a user selection of the accept option, the messaging client 104 adds the external resource to the list of authorized external resources and allows the external resource to access the user data from the messaging client 104. In some examples, external resources are authorized to access user data by messaging client 104 according to the OAuth 2 framework.
[0058] The messaging client 104 controls the type of user data shared with the external resource based on the type of external resource that is authorized. For example, access to a first type of user data (e.g., only a two-dimensional (2D) avatar of a user with or without different avatar characteristics) is provided to an external resource including a full-scale external application (e.g., a third party or external application 109). As another example, access to a second type of user data (e.g., payment information, a 2D avatar of a user, a 3D avatar of a user, and an avatar with various avatar characteristics) is provided to an external resource including a small-scale version of an external application (e.g., a web-based version of a third-party application). Avatar characteristics include different ways to customize the look and feel of an avatar (e.g., different poses, facial features, clothing, etc.).
[0059] The virtual wardrobe AR experience system 224 allows a user to generate a virtual experience (AR or VR) that includes a 3D virtual fashion item created from a single or a small group of 2D images of a physical fashion item. For example, the virtual wardrobe AR experience system 224 accesses an image depicting a user's real-world fashion item through a messaging application (e.g., messaging client 104), and generates a 3D virtual fashion item based on the real-world fashion item depicted in the image through the messaging application. The virtual wardrobe AR experience system 224 stores the 3D virtual fashion items in a database that includes a virtual wardrobe that includes multiple 3D virtual fashion items associated with the user, and the database generates an AR experience that allows the user to interact with the virtual wardrobe through the messaging application.
[0060] In some examples, the real-world fashion item includes at least one of a shirt, pants, a skirt, a dress, jewelry, a wallet, goggles, shorts, a jacket, a top, earrings, a hat, earmuffs, shoes, or facial makeup. In this case, the virtual wardrobe AR experience system 224 determines that the virtual wardrobe includes a threshold number of a specific type of 3D virtual fashion items among multiple types of 3D virtual fashion items. In response to determining that the virtual wardrobe includes a threshold number of the specific type of 3D virtual fashion items, the virtual wardrobe AR experience system 224 presents an indicator of the specific type of three-dimensional virtual fashion item with the user's avatar.
[0061] In some examples, the virtual wardrobe AR experience system 224 processes images depicting real-world fashion items through a neural network to generate 3D virtual fashion items. In this case, the virtual wardrobe AR experience system 224 trains the neural network to generate virtual fashion items. The neural network can be configured to establish a relationship between an image depicting a real-world fashion item and a 3D virtual fashion item of the real-world fashion item. The virtual wardrobe AR experience system 224 performs a training operation, which includes: receiving training data, the training data including a plurality of training images depicting training fashion items and actual true value 3D virtual fashion items of the training fashion items; applying the neural network to a first training image of a plurality of training images depicting the first training fashion item to estimate the 3D virtual fashion item; obtaining the actual true value 3D virtual fashion item corresponding to the first training image; comparing the estimated 3D virtual fashion item with the actual true value 3D virtual fashion item to calculate the deviation; and updating the parameters of the neural network based on the calculated deviation.
[0062] In some examples, the virtual wardrobe AR experience system 224 generates a fashion profile for the user based on the virtual wardrobe. In this case, the virtual wardrobe AR experience system 224 recommends new fashion items to the user based on the fashion profile and the attributes of one or more 3D virtual fashion items included in the virtual wardrobe. The virtual wardrobe AR experience system 224 searches for the fashion profiles of one or more other users based on the user's fashion profile. The virtual wardrobe AR experience system 224 identifies a group of users with similar styles to the user based on matching the attributes of the user's fashion profile with the attributes of the fashion profiles of one or more other users.
[0063] In some examples, virtual wardrobe AR experience system 224 determines the user's current mood or the weather associated with the user's location. Virtual wardrobe AR experience system 224 identifies a set of 3D virtual fashion items that include attributes that match the user's current mood or the weather associated with the user's location. Virtual wardrobe AR experience system 224 presents the set of 3D virtual fashion items as suggestions for the user to wear on a given day.
[0064] In some examples, virtual wardrobe AR experience system 224 processes attributes of the virtual wardrobe to estimate the user's body size. Virtual wardrobe AR experience system 224 identifies a list of recommended virtual fashion items based on the estimated user's body size.
[0065] In some examples, virtual wardrobe AR experience system 224 receives input from a user selecting a subset of 3D virtual fashion items. Virtual wardrobe AR experience system 224 generates a list of the selected subset of 3D virtual fashion items for sale.
[0066] In some examples, the AR experience includes a virtual try-on experience. In this case, the virtual wardrobe AR experience system 224 receives a real-time image depicting a person and overlays one or more of a plurality of 3D virtual fashion items on the person depicted in the real-time image.
[0067] In some examples, virtual wardrobe AR experience system 224 receives input from a user to select a subset of the plurality of 3D virtual fashion items to share with one or more friends of the user.
[0068] In some examples, the virtual wardrobe AR experience system 224 processes attributes of the plurality of 3D virtual fashion items to identify private 3D virtual fashion items and public 3D virtual fashion items, wherein a subset of the plurality of 3D virtual fashion items is selected from the public 3D virtual fashion items. The virtual wardrobe AR experience system 224 limits sharing of the private 3D virtual fashion items to a preselected set of friends of the user.
[0069] In some examples, the virtual wardrobe AR experience system 224 establishes a conversation interface between the user and a group of friends, each member of the group of friends having a corresponding virtual wardrobe. The virtual wardrobe AR experience system 224 receives input from the user and the group of friends selecting portions of their respective virtual wardrobes, and generates a group image for display in the conversation interface, the group image together including avatars representing the user and the group of friends, each avatar wearing the selected portion of the virtual wardrobe, respectively.
[0070] In some examples, virtual wardrobe AR experience system 224 displays a borrowing option associated with a given 3D virtual fashion item of one of the friends. In response to receiving input from the user selecting the borrowing option, virtual wardrobe AR experience system 224 generates a message to the one of the friends requesting a corresponding physical fashion item corresponding to the given 3D virtual fashion item.
[0071] In some examples, the virtual wardrobe AR experience system 224 receives input selecting a given 3D virtual fashion item from the virtual wardrobe to promote to other users. The virtual wardrobe AR experience system 224 enables other users to purchase the given 3D virtual fashion item by interacting with the user's virtual wardrobe using their respective client devices 102.
[0072] The virtual wardrobe AR experience system 224 is a component that can be accessed by an AR / VR application implemented on the client device 102. The AR / VR application uses a red, green, and blue (RGB) camera to capture images of a room in a real-world environment. The AR / VR application applies various trained machine learning techniques to the captured images or videos of the real-world environment to divide the items of the real-world environment. The AR / VR application includes a depth sensor to generate depth data. In some implementations, the AR / VR application continuously captures images of the real-world environment in real time or periodically to continuously or periodically update the position of real-world objects within the virtual experience view. This allows the user to move back and forth in the real world and see in real time how real-world objects look in different areas of the virtual experience.
[0073] Combine the following Figure 5 An illustrative implementation of a virtual wardrobe AR experience system 224 is shown and described.
[0074] Data Architecture
[0075] Figure 3 is a schematic diagram illustrating a data structure 300 that may be stored in a database 126 of a messaging server system 108 according to some examples. Although the contents of the database 126 are illustrated as including a number of tables, it should be appreciated that data may be stored in other types of data structures (e.g., as an object-oriented database).
[0076] The database 126 includes message data stored in the message table 302. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and payload. Figure 4 Additional details regarding information that may be included in a message and included within the message data stored in message table 302 are described.
[0077] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 316. The entities whose records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Regardless of the entity type, any entity about which the messaging server system 108 stores data may be an identified entity. Each entity is provided with a unique identifier as well as an entity type identifier (not shown).
[0078] The entity graph 308 stores information about relationships and associations between entities. By way of example only, such relationships may be social, professional (e.g., working in a common company or organization), interest-based, or activity-based.
[0079] Profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, profile data 316 includes, for example, a user name, phone number, address, and settings (e.g., notification and privacy settings) as well as an avatar representation (or a collection of such avatar representations) selected by the user. A particular user can then selectively include one or more of these avatar representations within the content of messages transmitted via the messaging system 100 and on a map interface displayed to other users by the messaging client 104. The collection of avatar representations can include a "status avatar" that presents a graphical representation of a status or activity that a user can choose to transmit at a particular time.
[0080] Where the entity is a group, profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings for the relevant group (eg, notifications).
[0081] The database 126 also stores enhancement data, such as overlays or filters, in an enhancement table 310. The enhancement data is associated with and applied to videos (data for videos is stored in the video table 304) and images (data for images is stored in the image table 312).
[0082] The database 126 may also store data related to individual and shared AR sessions. The data may include data transmitted between an AR session client controller of a first client device 102 and another AR session client controller of a second client device 102, and data transmitted between an AR session client controller and an augmented system 208. The data may include data used to establish a common coordinate system for a shared AR scene, transformations between devices, session identifiers, images depicting the body, skeletal joint positioning, wrist joint positioning, feet, etc.
[0083] In one example, a filter is displayed as an overlay over an image or video during presentation to a recipient user. The filter can be of various types, including a user-selected filter from a set of filters presented to a sending user by the messaging client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also referred to as geofilters), which can be presented to a sending user based on geographic location. For example, the messaging client 104 can present a geolocation filter specific to a nearby or specific location within a user interface based on geographic location information determined by a global positioning system (GPS) unit of the client device 102.
[0084] Another type of filter is a data filter that can be selectively presented to the sending user by the messaging client 104 based on other input or information collected during the message creation process by the client device 102. Examples of data filters include the current temperature at a particular location, the current speed the sending user is traveling, the battery life of the client device 102, or the current time.
[0085] Other augmented data that may be stored in the image table 312 include AR content items (eg, corresponding to an applied AR experience). AR content items or AR items may be real-time special effects and sounds that may be added to an image or video.
[0086] As described above, augmented data includes AR content items, overlays, image transformations, AR images, and similar items involving modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications that modify the image when it is captured using the device sensor (e.g., one or more cameras) of the client device 102 and then displaying the image with the modifications on the screen of the client device 102. This also includes modifications to stored content (e.g., video clips in a gallery that can be modified). For example, in a client device 102 that can access multiple AR content items, a user can use a single video clip with multiple AR content items to see how different AR content items will modify the stored clips. For example, by selecting different AR content items for the content, multiple AR content items that apply different pseudo-random movement models can be applied to the same content. Similarly, real-time video capture can be used with the modifications shown to show how the video image currently captured by the sensor of the client device 102 will modify the captured data. Such data may be displayed only on the screen and not stored in memory, or content captured by the device sensors may be recorded and stored in memory with or without modification (or both). In some systems, a preview feature may simultaneously show how different AR content items will look in different windows in the display. This may, for example, enable viewing of multiple windows with different pseudo-random animations on the display at the same time.
[0087] Thus, data and various systems using AR content items or other such transformation systems using the data to modify content may involve: detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames; tracking such objects as they leave, enter, and move around the field of view; and modifying or transforming such objects as they are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve: generating a 3D mesh model of one or more objects, and using transformations and animated textures of the models within a video to implement the transformations. In other examples, tracking of points on an object may be used to place an image or texture (which may be 2D or 3D) at a tracked location. In yet another example, neural network analysis of a video frame may be used to place an image, model, or texture in content (e.g., a frame of an image or video). Thus, an AR reality content item refers to both images, models, and textures used to create transformations in content, as well as additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.
[0088] Real-time video processing can be performed using any type of video data (e.g., video streams, video files, etc.) stored in the memory of any type of computerized system. For example, a user can load a video file and save it in the memory of the device, or a sensor of the device can be used to generate a video stream. In addition, computer animation models can be used to process any object, such as human faces and body parts, animals, or inanimate objects (e.g., chairs, cars, or other objects).
[0089] In some examples, when a specific modification is selected together with the content to be transformed, the elements to be transformed are identified by a computing device, and then if the elements are present in the frame of the video, they are detected and tracked. The elements of the object are modified according to the modification request, thereby transforming the frame of the video stream. For different types of transformations, the transformation of the frame of the video stream can be performed by different methods. For example, for the transformation of the frame that mainly involves changing the form of the elements of the object, the characteristic points of each element of the object are calculated (for example, using an active shape model (ASM) or other known methods). Then, a grid based on the characteristic points is generated for each element of at least one element of the object. The grid is used for the subsequent stage of tracking the elements of the object in the video stream. During the tracking process, the grid mentioned for each element is aligned with the positioning of each element. Then, additional points are generated on the grid. A set of first points is generated for each element based on the modification request, and a set of second points is generated for each element based on the set of first points and the modification request. Then, the frame of the video stream can be transformed by modifying the elements of the object based on the set of first points, the set of second points and the grid. In such a method, the background of the modified object can also be changed or distorted by tracking and modifying the background.
[0090] In some examples, a transformation that changes some areas of an object using elements of an object can be performed by calculating characteristic points of each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid, and then various areas are generated based on the points. The elements of the object are then tracked by aligning the area for each element with the positioning for each element of at least one element, and the properties of the area can be modified based on the modification request, thereby transforming the frame of the video stream. Depending on the specific modification request, the properties of the mentioned area can be transformed in different ways. Such modifications may involve: changing the color of the area; removing at least some parts of the area from the frame of the video stream; including one or more new objects into the area based on the modification request; and modifying or distorting the elements of the area or object. In various examples, any combination of such modifications or other similar modifications may be used. For certain models to be animated, some characteristic points may be selected as control points for the entire state space to be used to determine options for model animation.
[0091] In some examples of computer animation models for transforming image data using face detection, faces are detected on images using a specific face detection algorithm (e.g., Viola-Jones). The ASM algorithm is then applied to the face region of the image to detect facial feature reference points.
[0092] Other methods and algorithms suitable for face detection can be used. For example, in some examples, landmarks are used to locate features, and the landmarks represent distinguishable points that are present in most of the images considered. For example, for facial landmarks, the location of the left pupil can be used. If the initial landmarks are not identifiable (for example, when a person wears an eye patch), secondary landmarks can be used. Such a landmark identification process can be used for any such object. In some examples, a set of landmarks forms a shape. The coordinates of the points in the shape can be used to represent the shape as a vector. A similarity transformation (which allows translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points is used to align one shape with another shape. The mean shape is the average value of the aligned training shapes.
[0093] In some examples, the landmark search begins with an average shape that aligns with the location and size of the face as determined by a global face detector. Such a search then repeats the steps of proposing tentative shapes by template matching the image texture around each point to adjust the position of the shape points, and then fitting the tentative shapes to the global shape model until convergence occurs. In some systems, template matching alone is unreliable, and the shape model pools the results of weak template matches to form a stronger overall classifier. The entire search is repeated at each level in the image pyramid, from coarse to fine resolution.
[0094] The transformation system can capture an image or video stream on a client device (e.g., client device 102) and perform complex image manipulations locally on the client device 102 while maintaining an appropriate user experience, computation time, and power consumption. Complex image manipulations can include size and shape changes, emotion transitions (e.g., changing a face from a frown to a smile), state transitions (e.g., aging a subject, reducing apparent age, changing gender), style transitions, application of graphical elements, and any other suitable image or video manipulations enabled by a convolutional neural network that has been configured to execute efficiently on the client device 102.
[0095] In some examples, a computer animation model for transforming image data can be used by a system in which a user can capture an image or video stream of the user (e.g., a selfie) using a client device 102 having a neural network, where the neural network operates as part of a messaging client 104 operating on the client device 102. A transformation system operating within the messaging client 104 determines the presence of a face within the image or video stream and provides a modification icon associated with the computer animation model for transforming the image data, or the computer animation model can exist in association with an interface described herein. The modification icon includes the following changes, which can be the basis for modifying the user's face within the image or video stream as part of the modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the user's image to reflect the selected modification icon (e.g., generating a smiling face for the user). Once the image or video stream is captured and the specified modification is selected, the modified image or video stream can be presented in a graphical user interface displayed on the client device 102. The transformation system can implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, a user can capture an image or video stream, and once a modification icon is selected, the modified result can be presented to the user in real time or near real time. In addition, the modification can be persistent while the video stream is being captured and the selected modification icon remains toggled. A machine-learned neural network can be used to implement such modification.
[0096] The GUI presenting the modifications performed by the transformation system can provide additional interactive options to the user. Such options can be based on the interface for initiating the selection of a particular computer animation model and content capture (e.g., initiated from a content creator user interface). In various examples, the modification can be persistent after the modification icon is initially selected. The user can switch the modification on or off by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing to other areas of the imaging application. In the case where multiple faces are modified by the transformation system, the user can globally switch the modification on or off by tapping or selecting a single face modified and displayed in the GUI. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting a single face or a series of single faces displayed in the GUI.
[0097] The story table 314 stores data related to a collection of messages and associated images, videos, or audio data that are compiled into a collection (e.g., a story or gallery). The creation of a particular collection can be initiated by a particular user (e.g., each user whose record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the messaging client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.
[0098] A collection may also constitute a "live story," which is a collection of content from multiple users created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and who are at a common location event at a particular time may be presented with the option of contributing content to a particular live story, for example, via the user interface of the messaging client 104. Live stories may be identified to the user by the messaging client 104 based on his or her location. The end result is a "live story" told from a community perspective.
[0099] Another type of content collection is called a "location story," which enables users whose client devices 102 are located in a particular geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, contributions to location stories may require secondary authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).
[0100] As mentioned above, the video table 304 stores video data, which in one example is associated with a message whose record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with a message whose message data is stored in the entity table 306. The entity table 306 can associate various enhancements from the enhancement table 310 with the various images and videos stored in the image table 312 and the video table 304.
[0101] Data structure 300 can also store training data for training one or more machine learning techniques (models) to generate 3D virtual fashion items from 2D images depicting physical fashion items. Training data can include multiple images (e.g., 2D images depicting fashion items) and videos and their corresponding actual true value 3D virtual fashion items. Images and videos can include a mixture of various real-world objects that can appear in different rooms of a home or family. One or more machine learning techniques can be trained to extract features of received input images or videos, and establish a relationship between the extracted features and 3D virtual fashion items. Once trained, machine learning techniques can receive new images or videos depicting real-world fashion items, and can calculate or generate 3D virtual fashion items of the items depicted in the newly received images or videos.
[0102] The data structure 300 includes a virtual wardrobe 320. The virtual wardrobe 320 may be user-specific and include a database of virtual 3D fashion items generated for a particular user. Each virtual 3D fashion item may include one or more attributes and an identifier. The virtual wardrobe 320 may be used to generate one or more AR experiences, for example, in a conversational interface, a virtual try-on, or a shopping interface.
[0103] Data communication architecture
[0104] Figure 4 is a schematic diagram illustrating the structure of a message 400 according to some examples, the message 400 being generated by a messaging client 104 for transmission to another messaging client 104 or a messaging server 118. The content of a particular message 400 is used to populate a message table 302 stored in a database 126 accessible by a messaging server 118. Similarly, the content of the message 400 is stored in memory as "in-transit" or "in-flight" data of a client device 102 or application server 114. The message 400 is shown to include the following example components:
[0105] ●Message identifier 402: a unique identifier that identifies the message 400.
[0106] • Message text payload 404 : Text to be generated by a user via the user interface of the client device 102 and included in the message 400 .
[0107] • Message image payload 406 : Image data captured by a camera component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400 . The image data for a sent or received message 400 may be stored in the image table 312 .
[0108] • Message video payload 408 : Video data captured by the camera component or retrieved from the memory component of the client device 102 and included in the message 400 . The video data for a message 400 that has been sent or received may be stored in the video table 304 .
[0109] • Message audio payload 410 : audio data captured by a microphone or retrieved from a memory component of the client device 102 and included in the message 400 .
[0110] Message enhancement data 412: Enhancement data (e.g., filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406, message video payload 408, or message audio payload 410 of the message 400. The enhancement data 412 for a sent or received message 400 may be stored in the enhancement table 310.
[0111] ●Message duration parameter 414: A parameter value indicating the amount of time in seconds that the content of the message (e.g., message image payload 406, message video payload 408, message audio payload 410) will be presented to the user via the messaging client 104 or made accessible to the user.
[0112] Message geolocation parameters 416: Geolocation data (e.g., latitude and longitude coordinates) associated with the content payload of the message. Multiple message geolocation parameter 416 values may be included in the payload, each of which is associated with a content item included in the content (e.g., a specific image within a message image payload 406, or a specific video within a message video payload 408).
[0113] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., a "story" identified in stories table 314) associated with a particular content item in message image payload 406 of message 400. For example, an identifier value may be used to associate multiple images within message image payload 406 with each of multiple content collections.
[0114] Message tags 420: Each message 400 may be tagged with a plurality of tags, each of which indicates the subject of the content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value indicating the relevant animal may be included within the message tags 420. The tag values may be manually generated based on user input, or may be automatically generated using, for example, image recognition.
[0115] • Message sender identifier 422: An identifier (eg, a messaging system identifier, an email address, or a device identifier) that indicates the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent.
[0116] • Message recipient identifier 424: Indicates an identifier (eg, a messaging system identifier, an email address, or a device identifier) of the user of the client device 102 to which the message 400 is addressed.
[0117] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table in which the content data value is stored. For example, the image value in message image payload 406 may be a pointer to a location in image table 312 (or the address of a location in image table 312). Similarly, the value in message video payload 408 may point to data stored in video table 304, the value stored in message enhancement data 412 may point to data stored in enhancement table 310, the value stored in message story identifier 418 may point to data stored in story table 314, and the values stored in message sender identifier 422 and message recipient identifier 424 may point to user records stored in entity table 306.
[0118] Virtual Wardrobe AR System
[0119] Figure 5 is a block diagram illustrating an example virtual wardrobe AR experience system 224 according to some examples. The virtual wardrobe AR experience system 224 includes a set of components 510 that operate on a set of input data (e.g., a monocular image (or video)) depicting a real-world fashion item 501. The virtual wardrobe AR experience system 224 includes a 3D fashion item generation module 512, an AR experience module 516, an image modification module 518, and an image display module 520. All or some of the components of the virtual wardrobe AR experience system 224 may be implemented by a server, in which case the monocular image depicting the real-world fashion item 501 is provided to the server by the client device 102. In some cases, some or all of the components of the virtual wardrobe AR experience system 224 may be implemented by the client device 102, or may be distributed across a set of client devices 102 and one or more servers.
[0120] 3D fashion item generation module 512 receives 2D images, such as monocular images of fashion items 501 depicting real-world environments, such as user's closets in homes. 3D fashion item generation module 512 can perform a set of operations to generate animated and interactive virtual 3D fashion items based on the fashion items depicted in the image. Specifically, 3D fashion item generation module 512 includes one or more machine learning models (e.g., neural networks) that operate on the 2D images of one or more fashion items received to generate corresponding one or more virtual 3D fashion items. 3D fashion items can include visual features similar to and similar to the features of the fashion items depicted in the 2D images. Visual features can include the same color, same size, same texture, same folds, etc. of the fashion items depicted in the 2D images.
[0121] During training of the 3D fashion item generation module 512, the machine learning technique of the 3D fashion item generation module 512 receives training data including a plurality of training images depicting training real-world fashion items and actual ground-truth virtual 3D fashion items of the training fashion items from the training image data stored in the data structure 300. A machine learning technique (e.g., a neural network or other machine learning model) is applied to a first training image of the plurality of training images to estimate a virtual 3D fashion item of the training fashion item depicted in the first training image.
[0122] The machine learning technique obtains a known or actual true virtual 3D fashion item corresponding to a first training image from the training data. The machine learning technique compares the estimated virtual 3D fashion item with the actual true virtual 3D fashion item corresponding to the first training image (calculates the deviation between the two) to calculate the deviation. Based on a difference threshold (or deviation) of the comparison, the machine learning technique updates one or more coefficients or parameters and obtains one or more additional training images. After processing a specified number of rounds or batches of training images and / or when a difference threshold (or deviation) (calculated based on the difference or deviation between the estimated virtual 3D fashion item and the actual true virtual 3D fashion item) reaches a specified value, the machine learning technique completes training, and the parameters and coefficients of the machine learning technique are stored as the trained machine learning technique.
[0123] In an example, after training, the machine learning technique is implemented as part of the 3D fashion item generation module 512 and is configured to receive a monocular input image of a video depicting a real-world fashion item 501 as a single RGB image or multiple images from the client device 102. The machine learning technique generates a virtual 3D fashion item estimated from the received 2D image.
[0124] The output of the 3D fashion item generation module 512 is provided to the AR experience module 516. For example, the 3D fashion item generation module 512 stores the virtual 3D fashion item in the virtual wardrobe 320 of the user account. The virtual wardrobe 320 includes one or more virtual 3D fashion items generated by the user using the 3D fashion item generation module 512. In some cases, a monocular input image depicting a real-world fashion item 501 can be added to the virtual wardrobe 320 without passing through the 3D fashion item generation module 512. For example, the virtual wardrobe AR experience system 224 receives an image of a barcode or other unique identifier depicting the user's real-world fashion item. The virtual wardrobe AR experience system 224 can search for previously generated virtual 3D fashion items corresponding to the barcode or other unique identifier in a public database over the Internet. In response to identifying the previously generated virtual 3D fashion item, the virtual wardrobe AR experience system 224 downloads the virtual 3D fashion item and stores the virtual 3D fashion item in the user's virtual wardrobe 320. In response to determining that the previously generated virtual 3D fashion item is not available, virtual wardrobe AR experience system 224 requests the user to capture one or more 2D images of a real-world fashion item to generate a virtual 3D fashion item using the machine learning model of 3D fashion item generation module 512 .
[0125] In some examples, AR experience module 516 associates a type with each virtual 3D fashion item generated or included in virtual wardrobe 320. For example, AR experience module 516 determines that the new virtual 3D fashion item corresponds to a clothing type of the fashion item. In response, AR experience module 516 updates a counter indicating the number of fashion items of the clothing type included in virtual wardrobe 320. As another example, AR experience module 516 determines that the new virtual 3D fashion item corresponds to a fashion item of the pants type. In response, AR experience module 516 updates a counter indicating the number of fashion items of the pants type included in virtual wardrobe 320.
[0126] In some examples, AR experience module 516 compares the number of fashion items of a given type to a threshold. In response to determining that the number exceeds the threshold, AR experience module 516 generates a badge or indicator of the type of fashion item. AR experience module 516 associates the badge or indicator with the user's avatar to allow the user to display the badge or indicator with the avatar for other users to view.
[0127] In some examples, the AR experience module 516 allows the user to capture a new image depicting a real-world environment (e.g., a person). The AR experience module 516 receives input from the user to select one or more virtual 3D fashion items from the available virtual 3D fashion items included in the virtual wardrobe 320. In response, the AR experience module 516 overlays the selected virtual 3D fashion items on the person depicted in the image. The AR experience module 516 can calculate the fit of the person depicted in the image and adjust the scale of the selected virtual 3D fashion items to fit the person described in the image. The AR experience module 516 can track the movement of the person in the image captured by the camera of the client device 102, and automatically update the 3D positioning and placement of the selected virtual 3D fashion items. In some examples, the AR experience module 516 transmits the selected virtual 3D fashion items to the image modification module 518, which receives a real-time video feed from the camera of the client device 102. Image modification module 518 modifies the real-time video feed to depict the selected virtual 3D fashion item together with the real-world environment and provides the modified image to image display module 520 for display to one or more users.
[0128] Figures 6 to 9 6 is a graphical representation of the output of the virtual wardrobe AR experience system 224 according to some examples. For example, the virtual wardrobe AR experience system 224 receives input from a user to access the virtual wardrobe 320. In response, the virtual wardrobe AR experience system 224 retrieves identifiers of all virtual 3D fashion items included in the virtual wardrobe 320. The virtual wardrobe AR experience system 224 presents a user interface 600 on the user's client device 102. The user interface 600 includes a screen 610 representing the virtual wardrobe 320.
[0129] In some examples, screen 610 includes an identifier for each or a subset of virtual 3D fashion items included in the virtual wardrobe 320. The virtual wardrobe AR experience system 224 can access the metadata of each virtual 3D fashion item to obtain one or more attributes of the virtual 3D fashion item and / or to determine the classification (e.g., private or public) automatically or manually selected for each virtual 3D fashion item. Public classifications can be associated with virtual 3D fashion items that are available to all friends of the user or any user of the messaging client 104. Private classifications can be associated with virtual 3D fashion items to limit which small group of users can access the virtual 3D fashion items. That is, if the virtual wardrobe 320 is shared by a user on the messaging client 104, the virtual wardrobe AR experience system 224 can, for example, automatically control which parts (e.g., which virtual 3D fashion items) are visible and interactive to certain users based on the classification.
[0130] In some cases, the virtual wardrobe AR experience system 224 automatically determines the classification of each virtual 3D fashion item, for example, based on one or more attributes. For example, if the virtual wardrobe AR experience system 224 determines that a particular virtual 3D fashion item corresponds to underwear, the virtual wardrobe AR experience system 224 automatically associates the virtual fashion item with a private classification. For example, if the virtual wardrobe AR experience system 224 determines that a particular virtual 3D fashion item corresponds to sunglasses, the virtual wardrobe AR experience system 224 automatically associates the virtual fashion item with a public classification.
[0131] In some cases, the virtual wardrobe AR experience system 224 may determine that the first 3D virtual fashion item 612 is not classified as private or public. In this case, the virtual wardrobe AR experience system 224 presents the first 3D virtual fashion item 612 on top of the screen 610. The virtual wardrobe AR experience system 224 may allow the user to select the first 3D virtual fashion item 612 directly from the screen 610. In response, the virtual wardrobe AR experience system 224 automatically activates the camera of the client device 102 and presents the camera feed or a video feed from the camera together with the selected first 3D virtual fashion item 612. The virtual wardrobe AR experience system 224 may detect a person in the video feed, and in response, the virtual wardrobe AR experience system 224 automatically scales or fits the selected first 3D virtual fashion item 612 on the real-world person depicted in the video feed.
[0132] The virtual wardrobe AR experience system 224 may receive an exit command. In response, the virtual wardrobe AR experience system 224 returns the user to the screen 610. The virtual wardrobe AR experience system 224 may receive an input to drag the first 3D virtual fashion item 612 to the public area 640 or the private area 642 of the screen 610. In response to determining that the first 3D virtual fashion item 612 has been dragged to the public area 640, the virtual wardrobe AR experience system 224 associates the first 3D virtual fashion item 612 with a public category and presents the first 3D virtual fashion item 612 together with another virtual 3D fashion item 620 in the public area 640 of the screen 610. In response to determining that the first 3D virtual fashion item 612 has been dragged to the private area 642, the virtual wardrobe AR experience system 224 associates the first 3D virtual fashion item 612 with a private category and presents the first 3D virtual fashion item 612 together with another private virtual 3D fashion item 630 in the private area 642 of the screen 610.
[0133] The virtual wardrobe AR experience system 224 may receive input from the private area 642 selecting the select friend option 632. In response, the virtual wardrobe AR experience system 224 presents the user's friend list in a new window or overlay and receives input from the user selecting one or more friends in the list. Any friend selected in the list is provided with permission to view and interact with virtual 3D fashion items associated with the private category, such as private virtual 3D fashion items 630.
[0134] In some examples, the virtual wardrobe AR experience system 224 processes the attributes of the virtual 3D fashion items included in the virtual wardrobe 320. The virtual wardrobe AR experience system 224 automatically generates a fashion profile for the user based on the attributes of the virtual 3D fashion items. The virtual wardrobe AR experience system 224 can automatically identify one or more new virtual 3D fashion items 614 that match one or more preferences in the fashion profile. The virtual wardrobe AR experience system 224 presents an indicator that visually highlights or visually distinguishes one or more new virtual 3D fashion items as recommended virtual fashion items 650. The indicator can be a bold or colored border around one or more new recommended virtual fashion items 650. In response to receiving a user's selection of the recommended virtual fashion item 650, the virtual wardrobe AR experience system 224 initiates a try-on experience in which the user can view how the recommended virtual fashion item 650 fits the user or looks in the camera feed of the client device 102.
[0135] In some examples, virtual wardrobe AR experience system 224 calculates or estimates the user's body shape based on the fashion profile and / or attributes of virtual 3D fashion items included in virtual wardrobe 320. Virtual wardrobe AR experience system 224 searches for one or more virtual 3D fashion items based on the user's body shape to recommend to the user.
[0136] In some examples, the virtual wardrobe AR experience system 224 obtains the attributes or preferences of a user's fashion profile and identifies one or more fashion profiles or other users that include similar attributes or preferences. That is, the virtual wardrobe AR experience system 224 compares the attributes or preferences of the user's fashion profile with the attributes or preferences of the fashion profiles of one or more other users (who may or may not be friends of the user on the messaging client 104). The virtual wardrobe AR experience system 224 calculates the similarity score of the fashion profile based on the comparison and identifies a subset of fashion profiles associated with a similarity score that exceeds or exceeds a similarity threshold. The virtual wardrobe AR experience system 224 identifies users associated with a subset of fashion profiles and recommends the identified users for the user to connect on the messaging client 104. In some cases, the virtual wardrobe AR experience system 224 presents the user with the option of accessing the public portion of the identified user's virtual wardrobe, and can visually distinguish or highlight one or more virtual 3D fashion items included in the identified user's virtual wardrobe that are not included in the user's virtual wardrobe 320.
[0137] In some examples, the virtual wardrobe AR experience system 224 processes information associated with the user or the user's current geographic location on a given day. The virtual wardrobe AR experience system 224 can determine the user's current mood and / or the current weather conditions at the user's geographic location. Based on the user's current mood and / or the current weather conditions at the user's geographic location, the virtual wardrobe AR experience system 224 searches for the attributes of the virtual 3D fashion items included in the virtual wardrobe 320 to identify a set of 3D virtual fashion items 614 to recommend to the user to wear on a given day. The virtual wardrobe AR experience system 224 presents the identified set of 3D virtual fashion items 614 on the screen 610, which is optionally accompanied by an indication of the user's current mood and / or the current weather conditions at the user's geographic location.
[0138] In some examples, the virtual wardrobe AR experience system 224 receives input from a user selecting a given virtual 3D fashion item from screen 610. In response to receiving the input, the virtual wardrobe AR experience system 224 presents an option to sell a physical fashion item corresponding to the given virtual 3D fashion item. In response to receiving input to select the selling option, the virtual wardrobe AR experience system 224 automatically generates a list for the virtual 3D fashion item and publishes the list on the online market for other users to purchase. In response to receiving an indication that another user has purchased a virtual 3D fashion item, the virtual wardrobe AR experience system 224 notifies the user to ship the corresponding physical fashion item to the other user. The virtual wardrobe AR experience system 224 can also receive input to promote a given virtual 3D fashion item. In this case, when other users browse the user's virtual wardrobe 320, the virtual wardrobe AR experience system 224 can visually highlight the given virtual 3D fashion item being promoted. The virtual wardrobe AR experience system 224 can provide discounts or promotions to users who are browsing the virtual wardrobe 320 to purchase the promoted virtual 3D fashion items.
[0139] In some examples, the virtual wardrobe AR experience system 224 allows the user to have a conversation with one or more friends of the user on the messaging client 104. Specifically, Figure 7 As shown, the virtual wardrobe AR experience system 224 presents a conversation interface 700. The conversation interface 700 includes a friend list 750, which includes a first friend 710 with whom the user previously established a conversation. The virtual wardrobe AR experience system 224 presents a chat area 720, which represents one or more messages exchanged in the conversation with the first friend 710. The chat area 720 includes a call option 740 to establish an audio or video call with the first friend 710. The chat area 720 includes a chat input area 730 for composing a new message exchanged in the conversation.
[0140] In some examples, the virtual wardrobe AR experience system 224 presents an avatar 752 for the first friend 710 participating in the conversation. The virtual wardrobe AR experience system 224 can determine that the first friend 710 has generated more than a threshold number of virtual 3D fashion items of a certain type of fashion item (e.g., dresses). In response, the virtual wardrobe AR experience system 224 presents an indicator 754 with the avatar 752 to notify other users that the first friend 710 has obtained a badge or indicator indicating that the first friend 710 has generated more than a threshold number of virtual 3D fashion items.
[0141] The chat area 720 includes a virtual wardrobe navigation area 760. The virtual wardrobe navigation area 760 lists all or a subset of the virtual 3D fashion items 762 of the virtual wardrobe of the first friend 710. The virtual wardrobe navigation area 760 can receive input selecting a particular virtual 3D fashion item 762, and in response, the virtual wardrobe AR experience system 224 retrieves the corresponding virtual 3D fashion item 762 from the virtual wardrobe of the first friend 710. The virtual wardrobe AR experience system 224 launches an AR experience that presents the retrieved virtual 3D fashion item 762 with a video feed or image depicting the user. The virtual wardrobe navigation area 760 includes a borrow selected option 764. In response to receiving input selecting the borrow selected option 764, the virtual wardrobe AR experience system 224 sends a message to the first friend 710, which identifies one or more virtual 3D fashion items 762 selected by the user and requested to be borrowed. The first friend 710 can allow or prevent borrowing. In response to receiving the input allowing borrowing, the virtual wardrobe AR experience system 224 confirms the borrowing request to the user and instructs the first friend 710 to provide the corresponding physical fashion item to the user.
[0142] In some examples, users participating in exchanging messages in the chat area 720 can coordinate clothing together to wear on a specific day or occasion. In this case, the virtual wardrobe AR experience system 224 presents a group image 722 that depicts avatars 723 and avatars 724 of the users participating in the conversation. For example, avatars 723 and avatars 724 can represent the user and the first friend 710. The virtual wardrobe AR experience system 224 can receive input from the user to select a specific clothing or a set of fashion items from the virtual 3D fashion items of the user's virtual wardrobe 320. In response, the virtual wardrobe AR experience system 224 applies the specific clothing to the user's avatar 723. Similarly, the virtual wardrobe AR experience system 224 can receive input from the user or from the first friend 710 to select a specific clothing or a set of fashion items from the virtual 3D fashion items of the first friend 710's virtual wardrobe 320. In response, the virtual wardrobe AR experience system 224 applies the specific clothing to the first friend's avatar 724. In this way, the user and the first friend can see how they look together in the selected clothing. The user may select a virtual 3D fashion item from the user's virtual wardrobe 320 or the first friend's virtual wardrobe 320 and may choose to apply the selected virtual 3D fashion item to the user's avatar 723 or the first friend's avatar 724 .
[0143] In some examples, screen 610 ( Figure 6 ) includes generating new virtual 3D fashion item options (not shown). In response, the virtual wardrobe AR experience system 224 instructs the user to capture one or more 2D images of the target real-world fashion item. For example, Figure 8 As shown in , the virtual wardrobe AR experience system 224 receives a set of images 810 depicting real-world fashion items. The virtual wardrobe AR experience system 224 processes the set of images 810 and generates virtual 3D fashion items 820 corresponding to the real-world fashion items depicted in the set of images 810.
[0144] As another example, in response to receiving a selection to generate a new virtual 3D fashion item option, the virtual wardrobe AR experience system 224 instructs the user to capture one or more 2D images of the target real-world fashion item. Fig. 9 As shown in example 900 of , the virtual wardrobe AR experience system 224 receives a set of images 910 that depict a person 912 wearing a real-world fashion item 914. The virtual wardrobe AR experience system 224 processes the set of images 910 and generates virtual 3D fashion items 924 that correspond to the real-world fashion items 914 depicted in the set of images 910.
[0145] The virtual wardrobe AR experience system 224 may animate the virtual 3D fashion item 924 by rotating 360 degrees around the axis of the virtual 3D fashion item 924 in front of another person 922 depicted in the real-time video feed 920. The virtual wardrobe AR experience system 224 may receive input selecting a try-on option. In response, the virtual wardrobe AR experience system 224 stops animating the virtual 3D fashion item 924 and applies the virtual 3D fashion item 924 to a portion of the body of the person 922 depicted in the video feed 920. The virtual wardrobe AR experience system 224 tracks the movement of the person 922 and updates the 3D positioning of the virtual 3D fashion item 924.
[0146] Fig.10 1000 according to some examples. Although the flowchart may describe the operation as a sequential process, many of the operations may be performed in parallel or simultaneously. In addition, the order of the operations may be rearranged. When the operations of the process are completed, the process is terminated. A process may correspond to a method, a process, etc. The steps of a method may be performed in whole or in part, may be performed in combination with some or all of the steps in other methods, and may be performed by any number of different systems or any part thereof (such as a processor included in any of the systems).
[0147] At operation 1001 , the client device 102 accesses an image depicting a user's real-world fashion item through a messaging application, as discussed above.
[0148] At operation 1002 , the client device 102 generates a 3D virtual fashion item based on a real-world fashion item depicted in an image through a messaging application, as discussed above.
[0149] At operation 1003 , the client device 102 stores the 3D virtual fashion item in a database that includes a virtual wardrobe that includes a plurality of 3D virtual fashion items associated with the user, as discussed above.
[0150] At operation 1004 , the client device 102 generates an AR experience through the messaging application that allows the user to interact with the virtual wardrobe, as discussed above.
[0151] Machine Architecture
[0152] Fig.11 1100 within which instructions 1108 (e.g., software, programs, applications, applet, app, or other executable code) may be executed for causing the machine 1100 to perform any one or more of the methods discussed herein. For example, the instructions 1108 may cause the machine 1100 to perform any one or more of the methods described herein. The instructions 1108 transform a general purpose, unprogrammed machine 1100 into a specific machine 1100 that is programmed to perform the functions described and illustrated in the manner described. The machine 1100 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1100 may operate as a server machine or a client machine in a server-client network environment or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1100 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 1108 specifying actions to be taken by the machine 1100. In addition, although only a single machine 1100 is shown, the term "machine" should also be considered to include a collection of machines that individually or jointly execute instructions 1108 to perform any one or more of the methods discussed herein. For example, the machine 1100 may include a client device 102 or any of a number of server devices that form part of a messaging server system 108. In some examples, the machine 1100 may also include both a client system and a server system, wherein certain operations of a particular method or algorithm are performed on the server side, and certain operations of the particular method or algorithm are performed on the client side.
[0153] The machine 1100 may include a processor 1102, a memory 1104, and an input / output (I / O) component 1138 that may be configured to communicate with each other via a bus 1140. In an example, the processor 1102 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a radio frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1106 that executes instructions 1108 and a processor 1110. The term "processor" is intended to include multi-core processors, which may include two or more independent processors (sometimes referred to as "cores") that may execute instructions simultaneously. Although Fig.11 Multiple processors 1102 are shown, but the machine 1100 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.
[0154] The memory 1104 includes a main memory 1112, a static memory 1114, and a storage unit 1116, which are all accessible by the processor 1102 via the bus 1140. The main memory 1104, the static memory 1114, and the storage unit 1116 store instructions 1108 that embody any one or more of the methodologies or functions described herein. The instructions 1108 may also reside, completely or partially, within the main memory 1112, within the static memory 1114, within a machine-readable medium within the storage unit 1016, within at least one of the processors 1102 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 1100.
[0155] I / O components 1138 may include various components for receiving input, providing output, generating output, sending information, exchanging information, capturing measurements, etc. The specific I / O components 1138 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine will most likely not include such a touch input device. It should be appreciated that I / O components 1138 may include Fig.1111 and 12. In various examples, the I / O components 1138 may include a user output component 1124 and a user input component 1126. The user output component 1124 may include a visual component (e.g., a display such as a plasma display panel (PDP), a light emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), an acoustic component (e.g., a speaker), a tactile component (e.g., a vibration motor, a resistance mechanism), other signal generators, etc. The user input component 1126 may include an alphanumeric input component (e.g., a keyboard, a touch screen configured to receive alphanumeric input, an optical keyboard, or other alphanumeric input component), a point-based input component (e.g., a mouse, a touch pad, a trackball, a joystick, a motion sensor, or other pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides the location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.
[0156] In other examples, the I / O component 1138 may include a biometric component 1128, a motion component 1130, an environmental component 1132, or a positioning component 1134, as well as various other components. For example, the biometric component 1128 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweat, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 1130 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).
[0157] Environmental components 1132 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., photometers), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometers), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors that detect concentrations of hazardous gases for safety or measure pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.
[0158] With respect to cameras, client device 102 may have a camera system including, for example, a front-facing camera on a front surface of client device 102 and a rear-facing camera on a rear surface of client device 102. The front-facing camera may, for example, be used to capture still images and videos of a user of client device 102 (e.g., a "selfie"), which may then be enhanced with the enhancement data (e.g., filters) described above. For example, the rear-facing camera may be used to capture still images and videos in a more conventional camera mode, where the images are similarly enhanced with the enhancement data. In addition to the front-facing camera and the rear-facing camera, client device 102 may also include a 360° camera for capturing 360° photos and videos.
[0159] Additionally, the camera system of the client device 102 may include dual rear cameras (e.g., a main camera and a depth sensing camera), or even triple, quad, or quintuple rear camera configurations on the front and back sides of the client device 102. For example, these multiple camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor.
[0160] The positioning component 1134 includes a position sensor component (for example, a GPS receiver component), an altitude sensor component (for example, an altimeter or a barometer that detects air pressure, and the altitude can be obtained based on the air pressure), an orientation sensor component (for example, a magnetometer), etc.
[0161] A variety of technologies may be used to achieve communication. The I / O components 1138 also include a communication component 1136 that is operable to couple the machine 1100 to the network 1120 or device 1122 via a corresponding coupling or connection. For example, the communication component 1136 may include a network interface component or other suitable device that interfaces with the network 1120. In other examples, the communication component 1136 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Components (e.g. Low energy consumption), Device 1122 may be another machine or any of a variety of peripheral devices (eg, a peripheral device coupled via USB).
[0162] In addition, the communication component 1136 can detect the identifier or include a component that is operable to detect the identifier. For example, the communication component 1136 can include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., an optical sensor for detecting one-dimensional bar codes such as universal product code (UPC) bar codes, multi-dimensional bar codes such as quick response (QR) codes, Aztec codes, data matrix, data symbol (Dataglyph), MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar codes and other optical codes) or an acoustic detection component (e.g., a microphone for identifying a tagged audio signal). In addition, various information can be obtained via the communication component 1136, such as location via Internet Protocol (IP) geolocation, ... Signal triangulation to derive location, location via detection of NFC beacon signals that can indicate a specific location, etc.
[0163] Various memories (e.g., main memory 1112, static memory 1114, and memory of processor 1102) and storage unit 1116 may store one or more sets of instructions and data structures (e.g., software) implemented or used by any one or more of the methods or functions described herein. When executed by processor 1102, these instructions (e.g., instructions 1108) cause various operations to implement the disclosed examples.
[0164] The instructions 1108 may be sent or received over the network 1120 using a transmission medium via a network interface device (e.g., a network interface component included in the communication component 1136) and using any of several well-known transmission protocols (e.g., HTTP). Similarly, the instructions 1108 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1122 using a transmission medium.
[0165] Software Architecture
[0166] Fig.12 1200 is a block diagram illustrating a software architecture 1204 that may be installed on any one or more of the devices described herein. The software architecture 1204 is supported by hardware, such as a machine 1202 including a processor 1220, a memory 1226, and I / O components 1238. In this example, the software architecture 1204 may be conceptualized as a stack of layers, where each layer provides specific functionality. The software architecture 1204 includes layers such as an operating system 1212, a library 1210, a framework 1208, and an application 1206. In operation, the application 1206 invokes an API call 1250 through the software stack and receives a message 1252 in response to the API call 1250.
[0167] The operating system 1212 manages hardware resources and provides public services. The operating system 1212 includes, for example, a kernel 1214, services 1216, and drivers 1222. The kernel 1214 serves as an abstraction layer between the hardware layer and other software layers. For example, the kernel 1214 provides functions such as memory management, processor management (e.g., scheduling), component management, networking, and security settings. Services 1216 can provide other public services for other software layers. Drivers 1222 are responsible for controlling or interfacing with the underlying hardware. For example, drivers 1222 may include display drivers, camera drivers, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.
[0168] The libraries 1210 provide a common low-level infrastructure used by the applications 1206. The libraries 1210 may include a system library 1218 (e.g., a C standard library) that provides functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the libraries 1210 may include an API library 1224, such as a media library (e.g., a library for supporting the presentation and manipulation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), a graphics library (e.g., an OpenGL framework for rendering in 2D and 3D in graphics content on a display), a database library (e.g., SQLite providing various relational database functions), a web library (e.g., WebKit providing web browsing functions), etc. The library 1210 may also include various other libraries 1228 to provide many other APIs to the application 1206 .
[0169] The framework 1208 provides a common high-level infrastructure used by the applications 1206. For example, the framework 1208 provides various GUI functions, high-level resource management, and high-level location services. The framework 1208 can provide a wide range of other APIs that can be used by the applications 1206, some of which can be specific to a particular operating system or platform.
[0170] In an example, applications 1206 may include a home application 1236, a contacts application 1230, a browser application 1232, a book reader application 1234, a location application 1242, a media application 1244, a messaging application 1246, a game application 1248, and a variety of other applications such as external applications 1240. Applications 1206 are programs that execute functions defined in the program. Various programming languages may be used to create one or more of the applications 1206 structured in various ways, such as an object-oriented programming language (e.g., Objective-C, Java, or C++) or a procedural programming language (e.g., C or assembly language). In a specific example, external applications 1240 (e.g., those created by an entity other than the vendor of a particular platform using ANDROID TM or IOS TM SDK developed applications) can be mobile operating systems such as IOS TM ANDROID TM , Phone, or another mobile operating system. In this example, external application 1240 can call API calls 1250 provided by operating system 1212 to facilitate the functions described herein.
[0171] Glossary
[0172] "Carrier signal" refers to any intangible medium that can store, encode or carry instructions for execution by a machine, and includes digital or analog communications signals or other intangible media to facilitate communication of such instructions. Instructions may be sent or received over a network using a transmission medium via a network interface device.
[0173] "Client Device" refers to any machine that interfaces with a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, desktop computer, laptop computer, PDA, smart phone, tablet computer, ultrabook, netbook, laptop computer, multiprocessor system, microprocessor-based or programmable consumer electronics, game console, set-top box, or any other communications device that a user may use to access a network.
[0174] "Communications Network" means one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the Public Switched Telephone Network (PSTN), a Plain Old Telephone Service (POTS) network, a cellular telephone network, a wireless network, A network, other type of network, or a combination of two or more such networks. For example, the network or a portion of the network may include a wireless network or a cellular network, and the coupling may be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of various types of data transmission technologies, such as single carrier radio transmission technology (1xRTT), evolution data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rates for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) network, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interoperability for microwave access (WiMAX), long term evolution (LTE) standards, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.
[0175] "Component" means a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other techniques that provide partitioning or modularization of specific processing or control functions. Components can be combined with other components via their interfaces to perform a machine process. A component can be a packaged functional hardware unit designed for use with other components and is part of a program that typically performs a specific one of the related functions.
[0176] Components may constitute software components (e.g., code implemented on a machine-readable medium) or hardware components. A "hardware component" is a tangible unit that is capable of performing certain operations and that can be configured or arranged in some physical manner. In various examples, one or more computer systems (e.g., stand-alone computer systems, client computer systems, or server computer systems) or one or more hardware components of a computer system (e.g., a processor or group of processors) may be configured by software (e.g., an application or application portion) to be hardware components that operate to perform certain operations described herein.
[0177] Hardware components may also be implemented mechanically, electronically, or in any suitable combination thereof. For example, a hardware component may include a dedicated circuit system or logic that is permanently configured to perform certain operations. A hardware component may be a dedicated processor, such as a field programmable gate array (FPGA) or an ASIC. A hardware component may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, a hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, the hardware component becomes a specific machine (or a specific component of a machine) that is uniquely customized to perform the configured function, rather than a general-purpose processor. It should be recognized that it may be determined for cost and time considerations whether to implement the hardware component mechanically in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system. Therefore, the phrase "hardware component" (or "hardware-implemented component") should be understood to include a tangible entity, i.e., an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein.
[0178] Consider an example where hardware components are temporarily configured (e.g., programmed), without configuring or instantiating each of the hardware components at any one time. For example, where the hardware components include a general-purpose processor that is configured by software to become a special-purpose processor, the general-purpose processor can be configured into different special-purpose processors (e.g., including different hardware components) at different times. The software configures one or more specific processors accordingly, for example, to constitute a specific hardware component at one time and to constitute different hardware components at different times.
[0179] Hardware components can provide information to other hardware components and receive information from other hardware components. Therefore, the described hardware components can be considered to be coupled in communication. In the case of multiple hardware components simultaneously, communication can be realized by signal transmission (for example, by appropriate circuits and buses) between or among two or more hardware components in the hardware components. In the example that multiple hardware components are configured or instantiated at different times, the communication between such hardware components can be realized, for example, by storing information in a memory structure to which multiple hardware components have access rights and retrieving information in the memory structure. For example, a hardware component can perform an operation and store the output of the operation in a memory device coupled in communication with it. Then, other hardware components can access the memory device at a subsequent time to retrieve the stored output and process it. The hardware component can also initiate communication with an input device or an output device, and can operate on resources (for example, a collection of information).
[0180] The various operations of the example methods described herein may be performed at least in part by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform related operations. Whether temporarily configured or permanently configured, such a processor may constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, "processor-implemented components" refer to hardware components implemented using one or more processors. Similarly, the methods described herein may be implemented at least in part by a processor, wherein a specific one or more processors are examples of hardware. For example, at least some operations of the method may be performed by one or more processors 1102 or processor-implemented components. In addition, one or more processors may also be operated to support the execution of related operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some of the operations may be performed by a group of computers (as an example of a machine including a processor), wherein these operations may be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., API). The execution of certain operations may be distributed between processors, not just residing in a single machine, but deployed across many machines. In some examples, the processor or processor-implemented components may be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or processor-implemented components may be distributed across multiple geographic locations.
[0181] "Computer-readable storage media" refers to both machine storage media and transmission media. Thus, the term includes both storage devices / media and carrier / modulated data signals. The terms "machine-readable medium," "computer-readable medium," and "device-readable medium" mean the same thing and may be used interchangeably in this disclosure.
[0182] "Transient message" refers to a message that is accessible for a limited duration. Transient messages can be text, images, videos, etc. The access time of a transient message can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transient.
[0183] "Machine storage media" refers to a single or multiple storage devices and media (e.g., centralized or distributed databases, and associated caches and servers) that store executable instructions, routines, and data. Thus, the term should be considered to include, but is not limited to, solid-state memory and optical and magnetic media, including memory internal or external to the processor. Specific examples of machine storage media, computer storage media, and device storage media include nonvolatile memory, including, for example, semiconductor memory devices, such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms "machine storage media," "device storage media," and "computer storage media" mean the same thing and may be used interchangeably in this disclosure. The terms "machine storage media," "computer storage media," and "device storage media" expressly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term "signal media."
[0184] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.
[0185] "Signal medium" refers to any intangible medium that is capable of storing, encoding or carrying instructions to be executed by a machine, and includes digital or analog communication signals or other intangible media that facilitate the communication of software or data. The term "signal medium" should be deemed to include any form of modulated data signals, carrier waves, etc. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. The terms "transmission medium" and "signal medium" mean the same thing and may be used interchangeably in this disclosure.
[0186] Changes and modifications may be made to the disclosed examples without departing from the scope of the present disclosure. These and other changes or modifications are intended to be included within the scope of the present disclosure as expressed in the appended claims.
Claims
1. A method comprising: accessing images depicting the user's real-world fashion items through a messaging app; generating, by the messaging application, a three-dimensional (3D) virtual fashion item based on the real-world fashion item depicted in the image; storing the 3D virtual fashion item in a database, the database comprising a virtual wardrobe, the virtual wardrobe comprising a plurality of 3D virtual fashion items associated with the user; as well as An augmented reality (AR) experience is generated through the messaging application that allows the user to interact with the virtual wardrobe.
2. The method according to claim 1, wherein: The real-world fashion item comprises at least one of a shirt, pants, a skirt, a dress, jewelry, a wallet, goggles, shorts, a jacket, a top, earrings, a hat, earmuffs, shoes, or facial makeup, the method further comprising: determining that the virtual wardrobe includes a threshold number of a specific type of 3D virtual fashion items among a plurality of types of 3D virtual fashion items; and In response to determining that the virtual wardrobe includes the threshold number of the particular type of 3D virtual fashion items, an indicator of the particular type of 3D virtual fashion items is presented with the user's avatar.
3. The method according to any one of claims 1 to 2, further comprising processing the image depicting the real-world fashion item by a neural network to generate the 3D virtual fashion item.
4. The method of claim 3, further comprising training the neural network to generate a virtual fashion item, the neural network being configured to establish a relationship between an image depicting a real-world fashion item and a 3D virtual fashion item of the real-world fashion item.
5. The method according to claim 4, further comprising performing a training operation, the training operation comprising: receiving training data, the training data comprising a plurality of training images depicting training fashion items and actual ground truth 3D virtual fashion items of the training fashion items; applying the neural network to a first training image of the plurality of training images depicting a first training fashion item to estimate a 3D virtual fashion item; obtaining an actual ground-truth 3D virtual fashion item corresponding to the first training image; comparing the estimated 3D virtual fashion item with the actual ground-truth 3D virtual fashion item to calculate a deviation; as well as Parameters of the neural network are updated based on the calculated deviations.
6. The method according to any one of claims 1 to 5, further comprising generating a fashion profile for the user based on the virtual wardrobe.
7. The method according to claim 6, further comprising: Based on the fashion profile, new fashion items are recommended to the user based on attributes of one or more 3D virtual fashion items included in the virtual wardrobe.
8. The method according to claim 6, further comprising: searching for fashion profiles of one or more other users based on the fashion profile of the user; as well as Based on matching the attributes of the user's fashion profile with the attributes of the fashion profiles of the one or more other users, a group of users having similar style to the user is identified.
9. The method according to any one of claims 1 to 8, further comprising: determining the user's current mood or weather associated with the user's location; identifying a set of 3D virtual fashion items including attributes that match a current mood of the user or the weather associated with a location of the user; as well as The set of 3D virtual fashion items is presented as suggestions for the user to wear on a given day.
10. The method according to any one of claims 1 to 9, further comprising: processing attributes of the virtual wardrobe to estimate the body shape of the user; as well as A list of recommended virtual fashion items is identified based on the estimated body shape of the user.
11. The method according to any one of claims 1 to 10, further comprising: receiving input from the user selecting a subset of the 3D virtual fashion items; as well as A listing of the selected subset of the 3D virtual fashion items is generated for sale.
12. The method according to any one of claims 1 to 11, wherein: The AR experience includes a virtual try-on experience, and the method further includes: receiving a real-time image depicting a person; and Overlaying one or more of the plurality of 3D virtual fashion items on the person depicted in the real-time image.
13. The method according to any one of claims 1 to 12, further comprising: Input is received from the user selecting a subset of the plurality of 3D virtual fashion items to share with one or more friends of the user.
14. The method according to claim 13, further comprising: Attributes of the plurality of 3D virtual fashion items are processed to identify private 3D virtual fashion items and public 3D virtual fashion items, wherein a subset of the plurality of 3D virtual fashion items is selected from the public 3D virtual fashion items.
15. The method of claim 14, further comprising limiting sharing of the private 3D virtual fashion item to a pre-selected set of friends of the user.
16. The method according to any one of claims 1 to 15, further comprising: Establishing a conversation interface between the user and a group of friends, each of the group of friends having a respective virtual wardrobe; receiving input from the user and the group of friends selecting portions of their respective virtual wardrobes; as well as A group image is generated for display in the conversation interface, the group image together including avatars representing the user and the group of friends, each avatar respectively wearing a selected portion of the virtual wardrobe.
17. The method according to claim 16, further comprising: displaying a borrowing option associated with a given 3D virtual fashion item of one of the friends; In response to receiving input from the user selecting the borrowing option, generating a message to the one of the friends requesting a corresponding physical fashion item that corresponds to the given 3D virtual fashion item.
18. The method according to any one of claims 1 to 17, further comprising receiving input selecting a given 3D virtual fashion item from the virtual wardrobe to promote to other users, wherein The other users purchase the given 3D virtual fashion item by interacting with the user's virtual wardrobe.
19. A system comprising: A processor configured to perform operations comprising: accessing images depicting the user’s real-world fashion items through the messaging app; generating, by the messaging application, a three-dimensional (3D) virtual fashion item based on the real-world fashion item depicted in the image; storing the 3D virtual fashion item in a database, the database comprising a virtual wardrobe, the virtual wardrobe comprising a plurality of 3D virtual fashion items associated with the user; and An augmented reality (AR) experience is generated through the messaging application that allows the user to interact with the virtual wardrobe.
20. A non-transitory machine-readable storage medium comprising instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising: accessing images depicting the user’s real-world fashion items through the messaging app; generating, by the messaging application, a three-dimensional (3D) virtual fashion item based on the real-world fashion item depicted in the image; storing the 3D virtual fashion item in a database, the database comprising a virtual wardrobe, the virtual wardrobe comprising a plurality of 3D virtual fashion items associated with the user; as well as An augmented reality (AR) experience is generated through the messaging application that allows the user to interact with the virtual wardrobe.
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Integrated ai shopping and personal wardrobe management platform
US20250037185A1