A virtual reality-based simulation fabric simulation fitting method
By constructing personalized 3D human body models and simulating fabric behavior, combined with the Phong reflection model, the problem of unrealistic fabric representation in virtual try-on was solved, improving user experience and brand image.
Patent Information
- Application Number
- CN202510300469.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-14
- Publication Date
- 2026-01-23
- Estimated Expiration
- 2045-03-14
AI Technical Summary
Existing virtual fitting technology cannot accurately reflect the texture and luster of fabrics, lacks personalization and interactivity, resulting in a poor user experience.
A three-dimensional human body model is constructed by acquiring the user's body shape parameters, simulating the stretching, bending, and shearing behavior of the fabric, and the Phong reflection model is used to enhance the visual effect.
It provides a more realistic, personalized, and interactive virtual try-on experience, reducing return rates and improving user satisfaction.
Smart Images

Figure CN120146964B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of virtual fitting, and more particularly to a simulation fabric simulation fitting method based on virtual reality. BACKGROUND
[0002] With the popularity of internet shopping, more and more consumers choose to buy clothes online. However, there are obvious limitations in traditional online shopping platforms: existing virtual fitting technologies mostly rely on simple two-dimensional picture synthesis or pre-recorded videos, which cannot truly reflect the texture, glossiness and dynamic effects of different fabrics on the human body, resulting in a lack of realism; due to the inability to directly measure user's body data, the size recommendation provided by many platforms is not accurate enough, increasing the return rate of ill-fitting goods; traditional virtual fitting systems fail to fully consider the individual needs of users, such as different body types, postures and actions, resulting in a large difference between the virtual fitting effect and the actual situation; existing technologies usually ignore the physical properties of fabrics, such as stretchability and elasticity, making it impossible to accurately simulate the real behavior of fabrics during virtual fitting, reducing user trust and satisfaction.
[0003] Specifically, the main problems faced by existing virtual fitting technologies include:
[0004] Realism problem: it is difficult to provide realistic fabric touch and visual effects, especially for high-end fabrics or special materials, users cannot obtain intuitive feelings.
[0005] Insufficient individualization: most virtual fitting systems fail to customize modeling according to individual characteristics (such as body parameters) of users, affecting the realism and accuracy of fitting results.
[0006] Poor interactivity: users have limited functions in adjusting the position and angle of clothes in the virtual environment, and cannot freely try different styles and combinations as in physical stores.
[0007] Inaccurate fabric simulation: lack of in-depth research and simulation of fabric physical properties makes the fabric performance in the virtual fitting process not realistic enough, resulting in poor user experience.
[0008] Therefore, how to provide a simulation fabric simulation fitting method based on virtual reality is a problem that needs to be solved by those skilled in the art. SUMMARY
[0009] Therefore, the present application provides a simulation fabric simulation fitting method based on virtual reality to solve the above technical problems existing in the prior art.
[0010] In order to achieve the above purpose, the present application provides the following technical solutions:
[0011] A simulation fabric simulation fitting method based on virtual reality, comprising:
[0012] Obtaining body shape parameters of a user;
[0013] Based on the body shape parameters, a three-dimensional human body model of the user is constructed;
[0014] Determining the fabric required by the user, and obtaining the tensile property data of the fabric for different types of fabric;
[0015] Based on the tensile property data of the fabric, simulating the stretching, bending and shearing behavior of the fabric;
[0016] Rendering the fabric and enhancing the visual effect using the Phong reflection model.
[0017] Further, the body shape parameters of the user include: height parameter, weight parameter, shoulder width parameter, waist circumference parameter.
[0018] Further, the expression of the three-dimensional human body model is:
[0019]
[0020] In the formula, S(u, v) is the surface of the human body model; P ij represents the position of the control point; u and v are coordinate values in the parameter space, and are B-spline basis functions in the u direction and the v direction, respectively; n and m are the number of control point grids in two directions.
[0021] Further, the fabric behavior characteristics include: fabric stretching behavior, fabric thickness, fabric mass density, and fabric friction coefficient.
[0022] Further, the fabric stretching behavior is described by Hooke's law:
[0023]
[0024] In the formula, F is the acting force; A is the force area; ΔL is the length change; L0 is the original length.
[0025] Further, based on the tensile property data of the fabric, simulating the stretching, bending and shearing behavior of the fabric includes:
[0026] Regarding the fabric as a network composed of multiple particles and springs, updating the position, velocity and acceleration of the particles respectively;
[0027] Judging whether a collision occurs between the particles of the fabric and the human body model, when a collision occurs, calculating the collision force and updating the velocity and position of the particles according to the normal and relative velocity of the collision point.
[0028] Further, the position of the particle is updated to include:
[0029] The update formula for the position of each particle at time t+At is:
[0030]
[0031] where p i (t) is the position of particle i at time t; v i (t) is the velocity of particle i at time t; a i (t) is the acceleration of particle i at time t; and At is the time step.
[0032] Further, the velocity of the particle is updated to include:
[0033] The update formula for the velocity of the particle at time t+At is:
[0034] v i (t+At) = v i (t) + a i (t) - At;
[0035] where v i (t) is the velocity of particle i at time t; a i (t) is the acceleration of particle i at time t; and At is the time step.
[0036] Further, the acceleration of the particle is updated to include:
[0037] The acceleration is treated as a force acting on the particle, according to Newton's second law:
[0038]
[0039] where m i is the mass of particle i; F i is the total force acting on particle i, including gravity, spring force, friction, etc.
[0040] Further, the visual effects are enhanced using the Phong reflection model, including:
[0041] I = k a I a + (k d I l (N - L)) + (k s I l (R - V) n );
[0042] where I is the total light intensity; k a , kd , k s are coefficients of ambient light, diffuse reflection light, and specular reflection light, respectively; I a , I l are intensities of the ambient light source and the point light source, respectively; N is a normal vector; L is a vector from the surface to the light source; R is a vector of the reflected light from the surface; V is a vector of the observation direction; and n is a specular highlight index.
[0043] Compared with the prior art, the simulation fabric simulation dressing method based on virtual reality provided by the technical solution disclosed above can overcome the limitations of the prior art, accurately simulate the stretching, bending and shearing behavior of the fabric by acquiring the body parameter of the user and constructing a personalized three-dimensional human body model, combining the stretching characteristic data of the fabric, and using the Phong reflection model to enhance the visual effect of the fabric, thereby providing a more real, personalized and interactive virtual dressing experience, improving the online shopping experience, reducing the return rate, and promoting the development of e-commerce. BRIEF DESCRIPTION OF DRAWINGS
[0044] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the drawings needed to be used in the embodiments or the prior art description will be briefly introduced below. Obviously, the drawings described below are only some of the embodiments of the present application, and for those skilled in the art, other drawings can be obtained without creative labor on the basis of the provided drawings.
[0045] Figure 1 The method flowchart of the present application. DETAILED DESCRIPTION
[0046] The technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, not all. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.
[0047] The purpose of the present application is to provide a simulation fabric simulation dressing method based on virtual reality, which comprises: acquiring the body parameter of the user; constructing a three-dimensional human body model of the user based on the body parameter; determining the fabric required by the user, and obtaining the stretching characteristic data of the fabric for different types of fabric; simulating the stretching, bending and shearing behavior of the fabric based on the stretching characteristic data of the fabric; rendering the fabric and using the Phong reflection model to enhance the visual effect. This provides a solution to overcome the limitations of existing simulation fabric simulation dressing.
[0048] In order to make the above objectives, characteristics and advantages of the present application more apparent, further specific embodiments will be described in detail with reference to the accompanying drawings and specific embodiments.
[0049] Referring to Figure 1 The embodiment of the present application discloses a simulation fabric simulation fitting method based on virtual reality, comprising:
[0050] Obtaining the body shape parameters of the user;
[0051] Based on the body shape parameters, a three-dimensional human body model of the user is constructed;
[0052] Determining the fabric required by the user, and obtaining the tensile property data of the fabric for different types of fabric;
[0053] Based on the tensile property data of the fabric, the stretching, bending and shearing behaviors of the fabric are simulated;
[0054] The fabric is rendered and the visual effect is enhanced using the Phong reflection model.
[0055] Further, the body shape parameters of the user include height parameters, weight parameters, shoulder width parameters and waist circumference parameters.
[0056] Further, the expression of the three-dimensional human body model is:
[0057]
[0058] In the formula, S(u, v) is the surface of the human body model; P ij represents the position of the control point; u and v are coordinate values in the parameter space, and are B-spline basis functions in the u direction and the v direction, respectively; n and m are the number of control point grids in two directions.
[0059] Specifically, by obtaining the body shape parameters of the user and constructing a personalized three-dimensional human body model, the user can see a fitting effect closer to his actual body shape in the virtual environment, greatly improving the realism and personalized experience of fitting.
[0060] Further, the fabric behavior characteristics include the stretching behavior of the fabric, the thickness of the fabric, the mass density of the fabric, and the friction coefficient of the fabric.
[0061] Further, the stretching behavior of the fabric is described by Hooke's law:
[0062]
[0063] In the formula, F is the force; A is the force area; ΔL is the length change; L0 is the original length.
[0064] Further, based on the stretch characteristic data of the fabric, the stretch, bending and shear behaviors of the fabric are simulated, including:
[0065] The fabric is regarded as a network composed of a plurality of particles and springs, and the positions, velocities and accelerations of the particles are updated respectively;
[0066] It is judged whether a collision occurs between the particles of the fabric and the human body model, and when the collision occurs, the collision force is calculated according to the normal and relative velocity of the collision point, and the velocity and position of the particle are updated.
[0067] Further, the updating of the position of the particle includes:
[0068] The updating formula of the position of each particle at time t+Δt is:
[0069]
[0070] In the formula, p i (t) is the position of particle i at time t; v i (t) is the velocity of particle i at time t; a i (t) is the acceleration of particle i at time t; and Δt is the time step.
[0071] Further, the updating of the velocity of the particle includes:
[0072] The updating formula of the velocity of the particle at time t+Δt is as follows:
[0073] v i (t+Δt) = v i (t) + a i (t) · Δt;
[0074] In the formula, v i (t) is the velocity of particle i at time t; a i (t) is the acceleration of particle i at time t; and Δt is the time step.
[0075] Further, the updating of the acceleration of the particle includes:
[0076] The acceleration is regarded as the force acting on the particle, and according to Newton's second law:
[0077]
[0078] In the formula, m i is the mass of particle i; F i is the total force acting on particle i, including gravity, spring force, friction and the like.
[0079] Specifically, based on the stretch characteristic data of the fabric, the stretch, bending and shear behavior of the fabric is simulated, so that the fabric in the virtual fitting process behaves more realistically, and users can more intuitively feel the texture and effect of different fabrics. At the same time, the introduction of advanced virtual reality technology and physical simulation algorithm shows the strength of the enterprise in technological innovation, which helps to improve the brand image and market competitiveness.
[0080] Further, the visual effect is enhanced using the Phong reflection model, including:
[0081] I=k a I a +(k d I l (N·L))+(k s I l (R·V) n );
[0082] In the formula, I is the total light intensity; k a , k d , k s are the coefficients of ambient light, diffuse reflection light and specular reflection light respectively; I a , I l are the intensities of the ambient light source and the point light source respectively; N is the normal vector; L is the vector from the surface to the light source; R is the reflected light vector from the surface; V is the observation direction vector; n is the specular highlight index.
[0083] Specifically, the visual effect of the fabric is enhanced using the Phong reflection model, so that the gloss, color and texture of the fabric are more realistic, and the user's visual experience is improved. Through advanced image processing technology, the texture and details of the fabric can be more detailed, and the virtual fitting effect is closer to the real world.
[0084] The embodiments in the specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. For the device disclosed in the embodiments, since it corresponds to the method disclosed in the embodiments, the description is relatively simple, and the relevant parts are described in the method part.
[0085] The above description of the disclosed embodiments enables a person skilled in the art to implement or use the present application. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein can be implemented in other embodiments without departing from the spirit or scope of the present application. Therefore, the present application will not be limited to these embodiments shown herein, but will conform to the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A virtual reality-based method for simulating fitting with fabric, characterized in that, include: Obtain the user's body shape parameters; Based on the body shape parameters, a three-dimensional human body model of the user is constructed; Determine the fabric required by the user, and obtain the tensile property data of the fabric for different types of fabrics. Based on the tensile properties data of the fabric, the tensile, bending and shearing behavior of the fabric is simulated. The fabric was rendered, and the Phong reflection model was used to enhance the visual effects. Among them, based on the tensile property data of the fabric, the tensile, bending and shear behavior of the fabric is simulated, including: The fabric is treated as a network of multiple particles and springs, and the position, velocity, and acceleration of the particles are updated respectively. Determine whether a collision occurs between the fabric particles and the human body model. When a collision occurs, calculate the collision force based on the normal and relative velocity at the point of collision and update the velocity and position of the particles. Updating the position of a particle includes: The formula for updating the position of each particle at time t+Δt is: ; In the formula, It is the position of particle i at time t; It is the velocity of particle i at time t; Δt is the acceleration of particle i at time t; Δt is the time step. Updating the velocity of a particle includes: The formula for updating the velocity of a particle over time t+Δt is: ; In the formula, It is the velocity of particle i at time t; Δt is the acceleration of particle i at time t; Δt is the time step. Updating the acceleration of a particle includes: Treating acceleration as a force acting on a point mass, according to Newton's second law: ; In the formula, It is the mass of particle i; It is the total force acting on particle i.
2. The virtual reality-based simulated fabric fitting method according to claim 1, characterized in that, The user's body parameters include: height, weight, shoulder width, and waist circumference.
3. The virtual reality-based simulated fabric fitting method according to claim 1, characterized in that, The expression for the three-dimensional human body model is: ; In the formula, The surface of the human body model; This indicates the position of the control point; u and v are the coordinate values in the parameter space. and , respectively, are the B-spline basis functions in the u and v directions; n and m are the number of control point grids in the two directions.
4. The virtual reality-based simulated fabric fitting method according to claim 1, characterized in that, Fabric behavior characteristics include: fabric stretching behavior, fabric thickness, fabric mass density, and fabric coefficient of friction.
5. The virtual reality-based simulated fabric fitting method according to claim 4, characterized in that, Hooke's Law is used to describe the stretching behavior of fabrics: ; In the formula, F is the applied force; A is the area of force application; ΔL is the change in length. That is the original length.
6. The virtual reality-based simulated fabric fitting method according to claim 1, characterized in that, Enhance visual effects using the Phong reflection model, including: ; In the formula, I is the total light intensity; k a k d k s These are the coefficients for ambient light, diffuse light, and specular light, respectively; I a I l These represent the intensities of the ambient light source and the point light source, respectively; N is the normal vector; L is the vector pointing from the surface to the light source; R is the vector of light reflected from the surface; V is the viewing direction vector; and n is the specular highlight index.
Citation Information
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