Method and system for dynamically rendering textures and materials of virtual clothes

By identifying the shadow areas and reflection points of virtual clothing, and combining the fabric material and light transmittance to generate dynamic rendering information, the problem of insufficient lighting and shadow effects in virtual clothing is solved, thus improving the realism and display effect of virtual clothing.

CN121527221AActive Publication Date: 2026-02-13ZHIYI TECH
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Patent Information

Application Number
CN202610056209.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-01-16
Publication Date
2026-02-13
Estimated Expiration
2046-01-16

AI Technical Summary

Technical Problem

Existing virtual clothing technology has shortcomings in displaying lighting and shadow effects, resulting in low realism of virtual clothing and difficulty in meeting the rapidly evolving demand for personalized customization.

Method used

By identifying the shadow areas and reflection points of the fabric, the distribution of light and shadow is determined, and combined with the fabric material and light transmittance, dynamic rendering information is generated to enhance the lighting and shadow effects of virtual clothing.

Benefits of technology

It improves the lighting and realism of virtual clothing, making it more suitable for personalized customization and enhancing the visual experience of virtual clothing.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a texture and material dynamic rendering method and system for virtual clothes, and relates to the field of virtual clothes, and the method comprises the steps: 100, collecting a template image and a cloth demand; 101, identifying a shadow area from the template image, and determining the material of the cloth according to the cloth demand; 102, determining a reflection point in response to the material of the cloth; step 103, determining a reflection area based on the reflection point; 104, determining light and shadow distribution in combination with the shadow area and the reflection area; step 105, generating an interference image according to the light and shadow distribution, the template image and the cloth demand; and 106, generating and displaying dynamic rendering information in response to the interference image. The method has the advantages that the authenticity of the virtual clothes is improved, and the light and shadow effect of the virtual clothes is improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of virtual clothing, in particular to a virtual clothing texture and material dynamic rendering method and system. BACKGROUND

[0002] Virtual clothing refers to the technology of creating, simulating and displaying "clothing that does not exist in the physical world" by using digital technology. Virtual clothing can simulate the appearance, material, dynamic effect and interactive behavior of real clothing.

[0003] In the prior art, the iteration speed of consumer preferences in the current clothing market is accelerating, resulting in a large number of personalized customization demands. Virtual clothing technology is generally used to preview the display effect of personalized customization of clothing. Virtual clothing technology covers the fabric in the original drawing according to the information of fabric texture, color and style in personalized demand, thereby forming the appearance of the personalized customized clothing.

[0004] The display effect of clothing under different light is different. When there is no light and shadow effect in the generated virtual clothing, it is easy to cause poor upper body effect, thereby resulting in low overall reference value. SUMMARY

[0005] In order to improve the authenticity of virtual clothing and increase the light and shadow effect of virtual clothing, the present application provides a virtual clothing texture and material dynamic rendering method and system.

[0006] In a first aspect, the present application provides a virtual clothing texture and material dynamic rendering method, which adopts the following technical solution: A virtual clothing texture and material dynamic rendering method, comprising: Step 100: Collecting a template image and fabric requirements; Step 101: Identifying a shadow area from the template image, and determining a fabric material according to the fabric requirements; Step 102: Determining a reflection point in response to the fabric material; Step 103: Determining a reflection area based on the reflection point; Step 104: Determining light and shadow distribution in combination with the shadow area and reflection area; Step 105: Generating an interference image according to the light and shadow distribution, the template image and the fabric requirements; Step 106: Generating and displaying dynamic rendering information in response to the interference image.

[0007] By adopting the technical scheme, the rendered cloth material is called to identify the reflection of the cloth, and the position with strong reflection is selected to add the reflection effect, so as to make the appearance of the virtual clothing after the cloth reflects the light, increase the light and shadow effect of the virtual clothing, and improve the authenticity of the virtual clothing.

[0008] Optionally, the method for determining the reflection region comprises: Step 107: determining the reflectivity based on the reflection point; Step 108: determining the halo diameter from the reflectivity; Step 109: generating a halo region in response to the halo diameter and the reflection point; Step 110: correcting the reflection region according to the halo region.

[0009] By adopting the technical scheme, the reflection intensity of different materials is different, the reflectivity of various materials in the cloth is called, and the appropriate reflection effect range is selected according to the size of the reflectivity, so as to improve the authenticity of the reflection effect.

[0010] Optionally, the method for determining the reflection region further comprises: Step 111: determining the cloth type according to the cloth requirement; Step 112: determining the anisotropy coefficient in response to the cloth type; Step 113: generating an anisotropy region based on the anisotropy coefficient and the halo region; Step 114: correcting the reflection region according to the anisotropy region.

[0011] By adopting the technical scheme, the reflection of the cloth is affected by the cloth type direction of the cloth, and when the fibers of the cloth are arranged in a direction, the reflected light is easily driven to converge in a direction. The distribution direction of the reflection effect is corrected according to the cloth type direction of the cloth, so as to improve the authenticity of the reflection effect.

[0012] Optionally, the method further comprises a garment perspective method, and the garment perspective method comprises: Step 200: determining the light transmittance according to the cloth material; Step 201: identifying a template garment from the template image when the light transmittance is greater than a preset perspective threshold; Step 202: determining an undercoat garment in response to the template garment, and determining a light transmission region based on the light transmittance; Step 203: determining an undercoat image in combination with the undercoat garment and the light transmission region; Step 204: updating the interference image in response to the undercoat image and the light transmission region.

[0013] By adopting the technical scheme, when the light transmittance of the cloth is large, the inner layer garment is easily observed through the outer layer cloth, a suitable inner layer garment is selected according to the garment type of the template, and an inner layer image on the inner layer garment in a light transmittance area with large light transmittance of the cloth is intercepted, so as to overlay the inner layer image on the light transmittance area to form a perspective effect of the garment, and then the appearance of the virtual garment after the cloth transmits light, the light and shadow effect of the virtual garment is increased, and the authenticity of the virtual garment is improved.

[0014] Optionally, the garment perspective method further includes: Step 205: When the light transmittance is greater than a preset perspective threshold, a blur degree is determined according to the light transmittance, and a garment gap is identified from the template garment based on the light transmittance area; Step 206: A gap coefficient is determined in response to the garment gap; Step 207: A blur radius is determined in combination with the gap coefficient and the blur degree; Step 208: A blurred image is generated according to the inner layer image and the blur radius; Step 209: The interference image is updated in response to the blurred image and the light transmittance area.

[0015] By adopting the technical scheme, the light transmittance of different cloths is different, and the larger the light transmittance is, the clearer the inner layer garment observed from the outer layer cloth is, the inner layer image is given a blur effect according to the light transmittance of the cloth and the gap between the outer layer cloth and the inner layer garment, and thus the authenticity of the perspective effect is improved.

[0016] Optionally, the garment perspective method further includes: Step 210: When the light transmittance is greater than a preset perspective threshold, a scattering distance is determined according to the cloth material; Step 211: A transition area is determined in combination with the scattering distance and the light transmittance area, and an inner layer color is called; Step 212: A demand color and a scattering intensity are determined according to the cloth demand; Step 213: A transition color is determined in response to the inner layer color, the demand color and the scattering intensity; Step 214: A transition image is generated in combination with the transition area and the transition color; Step 215: The interference image is updated according to the transition image and the transition area.

[0017] By adopting the technical scheme, when the light transmittance of the cloth is large, light is easily transmitted through the outer layer cloth to the inner layer garment, so that the scattered light is affected by the color of the inner layer garment, and suitable scattering range and scattering color are selected in combination with the scattering condition and the light transmittance of the cloth, so that a transition area of scattering is formed around the light transmittance area, and thus the authenticity of the perspective effect is improved.

[0018] Optionally, the method further comprises a wrinkle rendering method, the wrinkle rendering method comprising: Step 300: identifying a wrinkle position from the template image; Step 301: determining a stretch region based on the wrinkle position; Step 302: identifying a stretch amplitude from the template image according to the stretch region; Step 303: determining a stretch coefficient in response to the stretch amplitude; Step 304: updating the light transmittance based on the stretch coefficient.

[0019] By adopting the above technical solution, when there is a wrinkle on the garment, the cloth located at the wrinkle is easily stretched, thereby affecting the light transmission performance of the cloth at the wrinkle. The stretch of the cloth on the wrinkle is identified from the template, and the light transmittance of the cloth is corrected according to the stretch, thereby improving the authenticity of the perspective effect.

[0020] Optionally, the wrinkle rendering method further comprises: Step 305: determining a wrinkle region based on the wrinkle position; Step 306: identifying a normal direction from the wrinkle region; Step 307: generating a normal region according to the normal direction and the anisotropic region, and identifying a planar curvature from the wrinkle region; Step 308: determining a width coefficient in response to the planar curvature; Step 309: generating a highlight region in combination with the width coefficient and the normal region; Step 310: correcting the reflection region according to the highlight region.

[0021] By adopting the above technical solution, when there is a wrinkle on the garment, the reflection effect on the garment is easily affected by the bending of the garment after the wrinkle. The trend and thickness of the reflection effect are adjusted according to the bending of the garment, thereby improving the authenticity of the reflection effect.

[0022] Optionally, the wrinkle rendering method further comprises: Step 311: determining an overlapping region based on the wrinkle position when the light transmittance is greater than a preset perspective threshold; Step 312: determining an overlapping layer number according to the overlapping region, and identifying an overlapping height from the template image based on the overlapping region; Step 313: determining an obstruction coefficient in combination with the overlapping layer number and the overlapping height; Step 314: updating the light transmittance based on the obstruction coefficient.

[0023] By adopting the above technical solution, when there are wrinkles on the clothing, it is easy to cause multiple layers of fabric to overlap, which will reduce the light transmittance of the fabric. By reducing the light transmittance according to the number of overlapping layers and the overlapping height, the situation where the fabric with high light transmittance is difficult to see through after being overlapped can be identified, thereby improving the realism of the see-through effect.

[0024] Secondly, this application provides a dynamic rendering system for the texture and materials of virtual clothing, employing the following technical solution: A dynamic rendering system for the textures and materials of virtual clothing, comprising: The acquisition module is used to acquire template images and fabric requirements; The memory is used to store the program for the dynamic rendering method of textures and materials of any of the above-mentioned virtual clothing. The processor is the unit of memory that allows programs to be loaded and executed by the processor.

[0025] By employing the above technical solution, the rendered fabric material is retrieved, thereby identifying the fabric's reflection characteristics. Then, the locations with stronger reflections are selected to add reflection effects, thus enabling the virtual clothing to display the appearance of the fabric after reflecting light, increasing the lighting and shadow effects of the virtual clothing, and enhancing the realism of the virtual clothing.

[0026] In summary, this application includes at least one of the following beneficial technical effects: 1. Retrieve the rendered fabric material to identify its reflection properties, and select areas with strong reflections to add reflection effects. This allows the virtual clothing to display the appearance of the fabric after reflecting light, enhancing the lighting and shadow effects of the virtual clothing and improving its realism. 2. Different materials have different reflectivity. By obtaining the reflectivity of various materials in the fabric, a suitable range of reflection effect can be selected according to the magnitude of the reflectivity, thereby improving the realism of the reflection effect. 3. The reflectivity of fabric is affected by the type and orientation of the fabric. When the fibers of the fabric are oriented in a specific direction, the reflected light is more likely to converge in a specific direction. The distribution direction of the reflection effect is corrected according to the type and orientation of the fabric, thereby improving the realism of the reflection effect. Attached Figure Description

[0027] Figure 1 This is a flowchart of a method for dynamically rendering the textures and materials of virtual clothing; Figure 2 This is a flowchart of the clothing perspective method; Figure 3 This is a flowchart of the wrinkle rendering method. Detailed Implementation

[0028] In order to make the objects, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and not to limit the present application.

[0029] With reference to Figure 1 A dynamic rendering method of texture and material of a virtual garment, comprising: Step 100: collecting a template image and cloth requirements.

[0030] The template image refers to a picture used for rendering, i.e. a picture containing the style of the virtual garment to be generated, and the cloth requirements refer to the cloth numbers that need to be rendered, i.e. the numbers corresponding to the cloth of the virtual garment to be generated. Each cloth requirement corresponds to one cloth, and the template image and the cloth requirements can be pre-input by a staff member. The collection method of the template image and the cloth requirements is selected by the staff member according to the actual situation, and will not be described here.

[0031] Step 101: identifying a shadow area from the template image, and determining cloth material according to the cloth requirements.

[0032] The shadow area refers to the range of the template image where there is a shadow, which can be identified by image recognition technology. The identification method of the shadow area is well known to those skilled in the art and will not be described here.

[0033] The cloth material refers to the distribution of the material constituting the cloth, such as cotton, silk, hemp, metal, etc. on the required cloth, i.e. the material type at each position on the cloth. The cloth material corresponding to the cloth requirements can be queried from a material correspondence table, which is a data table recording different cloth requirements and their corresponding cloth materials.

[0034] Step 102: determining a reflection point in response to the cloth material.

[0035] The reflection point refers to a position in the cloth material that can produce a significant reflection effect. The reflectivity of the material corresponding to each position in the cloth material can be queried from a reflection correspondence table, and then the positions with reflectivity greater than a reflection threshold value are taken as the reflection points. The reflection correspondence table is a data table recording the reflectivity corresponding to different materials, and the reflection threshold value is the minimum reflectivity that can produce a significant reflection effect. The reflection threshold value is selected by the staff member according to the actual situation and will not be described here.

[0036] Step 103: determining a reflection area based on the reflection point.

[0037] The reflection area refers to the area formed after adding a reflection effect to the reflection point. The reflection effect is the highlight area formed on the image by the reflection of light at the reflection point. Generally, a circular halo with a diameter equal to the reflection diameter is used as the reflection effect. The reflection diameter is selected by the staff according to the actual situation, which will not be elaborated here.

[0038] Step 104: Determine the light and shadow distribution by combining the shadow area and the reflection area.

[0039] Light and shadow distribution refers to the distribution of light and shadow formed after the reflection area interferes with the shadow area, that is, the distribution range of highlights and the distribution range of shadows. When the shadow area and the reflection area overlap, the overlapping area is defined as the reflection area.

[0040] Step 105: Generate an interference image based on the light and shadow distribution, template image, and fabric requirements.

[0041] An interference image is an image formed by applying a reflection effect to a virtual garment. That is, after generating a virtual garment without a reflection effect according to the template image and fabric requirements, the highlights and shadows are added to the virtual garment according to the light and shadow distribution to form an image. The method of generating interference images is common knowledge to those in the field and will not be described in detail here.

[0042] Step 106: In response to the generation of the interference image, dynamically rendered information is displayed.

[0043] Dynamic rendering information refers to the information displayed to staff to show interference images. The method for generating dynamic rendering information is common knowledge in the field and will not be elaborated here.

[0044] The rendering material of the fabric is retrieved to identify its reflectivity. Areas with strong reflectivity are selected to add reflective effects, thereby making the virtual clothing display the appearance of the fabric after reflecting light, increasing the lighting and shadow effects of the virtual clothing, and improving the realism of the virtual clothing.

[0045] Methods for determining the reflective area include: Step 107: Determine the reflectivity based on the reflection point.

[0046] Reflectivity is a numerical value that shows the intensity of reflection at a reflection point. You can first look up the reflective material of the reflection point in the fabric material list, and then look up the reflectivity corresponding to the reflective material in the reflection correspondence table.

[0047] Step 108: Determine the halo diameter from the reflectivity.

[0048] The halo diameter refers to the diameter of the highlight formed after the cloth reflects. The greater the reflectivity, the greater the halo diameter. The reflectivity corresponding halo diameter can be obtained from the diameter corresponding table, which is a data table recording different reflectivity and corresponding halo diameter.

[0049] Step 109: generating a halo region in response to the halo diameter and the reflection point.

[0050] The halo region is the highlight distribution range formed after the highlight of the reflection point is added with the halo diameter. The generation method of the halo region is known to those skilled in the art and will not be described here.

[0051] Step 110: correcting the reflection region according to the halo region.

[0052] Different materials have different reflection intensities. The reflectivity of various materials in the cloth is retrieved, so that the appropriate reflection effect range is selected according to the size of the reflectivity, and the authenticity of the reflection effect is improved.

[0053] The determination method of the reflection region also includes: Step 111: determining the cloth type according to the cloth requirement.

[0054] The cloth type refers to the distribution of cloth types such as cotton, silk, and satin in the overall cloth, i.e., the cloth type position spliced into the overall cloth. The cloth requirement corresponding cloth type can be obtained from the type corresponding table, which is a data table recording different cloth requirements and corresponding cloth types.

[0055] Step 112: determining the anisotropy coefficient in response to the cloth type.

[0056] The anisotropy coefficient is a value for exhibiting the anisotropy of cloth reflection. If the fibers are arranged randomly (such as cotton), the reflected light is uniformly diffused in all directions, and the anisotropy coefficient is small. If the fibers are arranged in a certain direction (such as silk and satin), the reflected light is concentrated in the cloth type direction, and the anisotropy coefficient is large. The cloth type corresponding anisotropy coefficient can be obtained from the anisotropy corresponding table, which is a data table recording different cloth types and corresponding anisotropy coefficients.

[0057] Step 113: generating an anisotropic region based on the anisotropy coefficient and the halo region.

[0058] The anisotropic region refers to the halo region adjusted according to the anisotropy coefficient. The smaller the anisotropy coefficient, the more the highlight track presents a "circular / elliptical" shape (isotropic), and the larger the anisotropy coefficient, the more the highlight track presents a "narrow strip" shape (anisotropic). The anisotropy coefficient corresponding ellipticity can be obtained from the ellipticity corresponding table, and the halo region is adjusted according to the ellipticity to obtain the anisotropic region.

[0059] Step 114: correcting the reflection region according to the different gender region.

[0060] The reflection of the cloth is affected by the cloth type direction. When the fibers of the cloth are arranged in a certain direction, the reflected light is easily gathered in a certain direction. The distribution direction of the reflection effect is corrected according to the cloth type direction, so as to improve the authenticity of the reflection effect.

[0061] Referring to Figure 2 , the garment perspective method comprises: Step 200: determining the light transmittance according to the cloth material.

[0062] The light transmittance refers to the distribution of the light transmittance performance of the cloth on the cloth, i.e. the light transmittance performance of each position on the cloth. The light transmittance corresponding table refers to a data table recording different cloth materials and their corresponding light transmittance.

[0063] Step 201: when the light transmittance is greater than a preset perspective threshold, identifying a template garment from the template image.

[0064] The perspective threshold refers to the minimum light transmittance that can produce a clear perspective effect. The perspective threshold is selected by the staff according to the actual situation, which is not described here. The light transmittance greater than the perspective threshold represents that the cloth can produce a perspective effect, i.e. the garment in the inner layer can be observed from the outer layer cloth. The template garment refers to the garment type in the template image, such as coat, down jacket, jacket, etc. The template image can be determined by image recognition technology. The identification method of the template garment is known to those skilled in the art, which is not described here.

[0065] Step 202: determining an undercoat garment in response to the template garment, and determining a light transmission region based on the light transmittance.

[0066] The undercoat garment refers to the garment type worn in the template garment, for example, when the template garment is a down jacket, a sweater is used as an undercoat garment. The undercoat garment corresponding to the template garment can be queried from the undercoat corresponding table. The undercoat corresponding table refers to a data table recording different template garments and their corresponding undercoat garments.

[0067] The light transmission region is the range where the light transmittance is greater than the perspective threshold. The determination method of the light transmission region is known to those skilled in the art, which is not described here.

[0068] Step 203: determining an undercoat image in combination with the undercoat garment and the light transmission region.

[0069] The undercoat image is the image of the undercoat garment located in the light transmission region. The determination method of the undercoat image is known to those skilled in the art, which is not described here.

[0070] Step 204: updating the interference image in response to the lining image and the light transmission area.

[0071] When the light transmission rate of the cloth is large, the inner layer of the garment is easily observed through the outer layer of the cloth. A suitable lining garment is selected according to the garment type of the template, and a lining image located in the light transmission area with a large light transmission rate of the cloth is intercepted from the lining garment, so as to cover the lining image on the light transmission area to form a perspective effect of the garment, and then the appearance of the virtual clothing after the cloth transmits light is displayed, the light and shadow effect of the virtual clothing is increased, and the authenticity of the virtual clothing is improved.

[0072] The garment perspective method further comprises: Step 205: when the light transmission rate is greater than a preset perspective threshold, determining a blur degree according to the light transmission rate, and identifying a garment gap from the template garment based on the light transmission area.

[0073] The blur degree refers to a value for displaying the influence of the light transmission rate on the observation of the lining garment through the template garment. The lower the light transmission rate, the greater the blur degree. The light transmission rate corresponding blur degree can be queried from a blur correspondence table, which is a data table recording different light transmission rates and their corresponding blur degrees.

[0074] The garment gap refers to the gap distance between the template garment and the lining garment. The garment gap can be predicted according to the bulging of the template garment. Generally, the bulging thickness of the template garment is identified as the garment gap by using image recognition technology. The identification method of the garment gap is known to those skilled in the art and will not be described here.

[0075] Step 206: determining a gap coefficient in response to the garment gap.

[0076] The gap coefficient refers to a value for displaying the influence of the garment gap on the observation of the lining garment through the template garment. The greater the garment gap, the more blurred the observed lining garment, and the greater the gap coefficient. The garment gap corresponding gap coefficient can be queried from a gap correspondence table, which is a data table recording different garment gaps and their corresponding gap coefficients.

[0077] Step 207: determining a blur radius in combination with the gap coefficient and the blur degree.

[0078] The blur radius refers to a value for displaying the blur condition when the lining garment is observed through the template garment. The greater the gap coefficient and the blur degree, the more blurred the lining garment, and the greater the blur radius. The gap coefficient and the blur degree corresponding blur radius can be queried from a blur correspondence table, which is a data table recording different gap coefficients and blur degrees and their corresponding blur radii.

[0079] Step 208: generating a blur image according to the inner layer image and the blur radius.

[0080] The blur image refers to an image formed by blurring the inner layer image according to the blur radius. Generally, the inner layer image is converted by using image processing technology to obtain the blur image. The generation method of the blur image is well known to those skilled in the art, and will not be described here.

[0081] Step 209: updating the interference image in response to the blur image and the light transmission area.

[0082] The light transmission rate of different fabrics is different, and the greater the light transmission rate, the clearer the inner layer garment observed from the outer layer fabric. The inner layer image is given a blur effect according to the light transmission rate of the fabric and the gap between the outer layer fabric and the inner layer garment, thereby improving the authenticity of the perspective effect.

[0083] The garment perspective method further comprises: Step 210: determining a scattering distance according to the fabric material when the light transmission rate is greater than a preset perspective threshold.

[0084] The scattering distance refers to the propagation distance of light after scattering in the fabric when the energy attenuation is 1 / e (≈37%) of the initial value. The scattering distance corresponding to the fabric material can be queried from the scattering correspondence table. The scattering correspondence table refers to a data table recording different fabric materials and their corresponding scattering distances and scattering intensities.

[0085] Step 211: determining a transition area in combination with the scattering distance and the light transmission area, and retrieving an inner layer color.

[0086] The transition area refers to a ring-shaped range around the light transmission area with a width of the scattering distance. The determination method of the transition area is well known to those skilled in the art, and will not be described here.

[0087] The inner layer color refers to the color of the inner layer garment. The inner layer color is white by default. The inner layer color can be freely selected by the staff. The retrieval method of the inner layer color will not be described here.

[0088] Step 212: determining a demand color and a scattering intensity according to the fabric demand.

[0089] The demand color refers to the distribution of the fabric color, i.e., the fabric color at different positions. The demand color corresponding to the fabric demand can be queried from the color correspondence table. The color correspondence table refers to a data table recording different fabric demands and their corresponding demand colors. The scattering intensity refers to the proportion of scattered light to incident light. The scattering intensity corresponding to the fabric material can be queried from the scattering correspondence table.

[0090] Step 213: determining a transition color in response to the inner layer color, the demand color, and the scattering intensity.

[0091] The transition color refers to the color of the light after scattering in the transition area, which can be calculated by the formula: transition color = inner layer color * scattering intensity + required color * (1-scattering intensity).

[0092] Step 214: generating a transition image in combination with the transition area and the transition color.

[0093] The transition image is an image in which the transition color gradually fades from the edge of the light transmission area to the direction away from the edge of the light transmission area. The generation method of the transition image is well known to those skilled in the art, and will not be described here.

[0094] Step 215: updating the interference image according to the transition image and the transition area.

[0095] When the light transmittance of the cloth is large, the light is easy to penetrate the outer layer of cloth and irradiate to the inner layer of clothing, so that the scattered light is affected by the color of the inner layer of clothing. By selecting appropriate scattering range and scattering color according to the scattering condition and light transmittance of the cloth, a scattering transition area is formed around the light transmission area, thereby improving the authenticity of the perspective effect.

[0096] Reference Figure 3 , the pleat rendering method comprises: Step 300: identifying the pleat position from the template image.

[0097] The pleat position refers to the position of the pleat in the template clothing, which can be determined by image recognition technology. The determination method of the pleat position is well known to those skilled in the art, and will not be described here.

[0098] Step 301: determining the stretching area based on the pleat position.

[0099] The stretching area refers to the cloth area in the template clothing that is stretched by the pleat. The deformation degree of the cloth can be identified by image recognition technology, and then the range with a deformation degree greater than the stretching threshold value is selected as the stretching area. The deformation degree refers to a numerical value used to show the deformation of the cloth, which can be determined according to the deformation of the fiber. The stretching threshold value refers to the minimum deformation degree that affects the light transmission performance of the cloth, which is selected by the staff according to the actual situation, and will not be described here.

[0100] Step 302: identifying the stretching amplitude from the template image according to the stretching area.

[0101] The stretching amplitude refers to the deformation degree in the stretching area. The determination method of the stretching amplitude is well known to those skilled in the art, and will not be described here.

[0102] Step 303: determining the stretching coefficient in response to the stretching amplitude.

[0103] The stretch coefficient refers to a value for showing the influence degree of the stretch amplitude on the light transmission performance of the cloth. The greater the stretch amplitude is, the smaller the stretch coefficient is. The product of the stretch coefficient and the original light transmission rate is generally calculated as a new light transmission rate. The stretch coefficient corresponding to the stretch amplitude can be queried from the stretch corresponding table.

[0104] Step 304: updating the light transmission rate based on the stretch coefficient.

[0105] When there is a wrinkle on the garment, the cloth located at the wrinkle is easily stretched, thereby affecting the light transmission performance of the cloth at the wrinkle. The stretch of the cloth on the wrinkle is identified from the template, so that the light transmission rate of the cloth is corrected according to the stretch, thereby improving the authenticity of the perspective effect.

[0106] The wrinkle rendering method further comprises: Step 305: determining a wrinkle area based on the wrinkle position.

[0107] The wrinkle area refers to a range in which there is a wrinkle on the template garment. The wrinkle area can be determined by image recognition technology. The identification method of the wrinkle area is known to those skilled in the art, and will not be described here.

[0108] Step 306: identifying a normal direction from the wrinkle area.

[0109] The normal direction refers to the distribution of the normal direction of the cloth in the wrinkle area in space. The normal direction can be determined by image recognition technology. The determination method of the normal direction is known to those skilled in the art, and will not be described here.

[0110] Step 307: generating a normal area according to the normal direction and the special-shaped area, and identifying a plane curvature from the wrinkle area.

[0111] The normal area refers to a highlight range of the special-shaped area corrected according to the normal direction. The normal direction of the flat garment surface is consistent, and the highlight track is in a continuous band shape. The normal direction of the wrinkle (especially the crease) is sharply twisted (which can change from 0 degrees to 180 degrees), so that the direction of the reflected light changes synchronously. The highlight track “follows the turning” or “breaks” along with the normal direction. The normal area can be determined by image processing technology. The determination method of the normal area is known to those skilled in the art, and will not be described here.

[0112] The plane curvature refers to the distribution of the curvature of the cloth in the wrinkle area in space. The plane curvature can be determined by image recognition technology. The determination method of the plane curvature is known to those skilled in the art, and will not be described here.

[0113] Step 308: determining a width coefficient in response to the plane curvature.

[0114] The width coefficient refers to a value used to show the influence of the plane curvature on the width of the highlight. The greater the plane curvature, the more prominent the wrinkle, and the more concentrated the reflected light, the narrower the width of the highlight track. The smaller the width coefficient, the corresponding width coefficient of the plane curvature can be queried from the width corresponding table. The width corresponding table refers to a data table recording different plane curvatures and their corresponding width coefficients.

[0115] Step 309: Combine the width coefficient and the normal area to generate a highlight area.

[0116] The highlight area is the highlight range obtained after the normal area is corrected according to the width coefficient. The generation method of the highlight area is known to those skilled in the art and will not be repeated here.

[0117] Step 310: Correct the reflection area according to the highlight area.

[0118] When there is a wrinkle on the garment, the reflection effect on the garment is easily affected by the bending condition of the garment after the wrinkle. The trend and thickness of the reflection effect are adjusted according to the bending condition of the garment, thereby improving the authenticity of the reflection effect.

[0119] The wrinkle rendering method further comprises: Step 311: When the light transmittance is greater than a preset perspective threshold, determine an overlapping area based on the wrinkle position.

[0120] The overlapping area refers to a range where the cloth is folded, i.e., an area where the wrinkle blocks the cloth. The overlapping area can be determined by image recognition technology. The determination method of the overlapping area is known to those skilled in the art and will not be repeated here.

[0121] Step 312: Determine the number of overlapping layers according to the overlapping area, and identify the overlapping height from the template image based on the overlapping area.

[0122] The number of overlapping layers refers to the number of cloth layers in the overlapping area where the overlapping condition exists. The number of overlapping layers can be determined by image recognition technology. The determination method of the number of overlapping layers is known to those skilled in the art and will not be repeated here.

[0123] The overlapping height refers to the distance between the cloth closest to the outside and the cloth farthest from the outside in the overlapping area. The overlapping height can be determined by image recognition technology. The determination method of the overlapping height is known to those skilled in the art and will not be repeated here.

[0124] Step 313: Determine the hindering coefficient in combination with the number of overlapping layers and the overlapping height.

[0125] The hindering coefficient refers to a value used to show the influence of the overlapping condition on the light transmittance. The greater the number of overlapping layers and the overlapping height, the greater the influence of the overlapping condition on the light transmittance, and the greater the hindering coefficient. The hindering coefficient corresponding to the number of overlapping layers and the overlapping height can be obtained from the hindering correspondence table. Generally, the product of the hindering coefficient and the original light transmittance is calculated as the new light transmittance. The hindering correspondence table refers to a data table recording different numbers of overlapping layers and overlapping heights and the corresponding hindering coefficients.

[0126] Step 314: updating the light transmittance based on the hindering coefficient.

[0127] When there are wrinkles on the clothes, multiple layers of cloth are easily overlapped, which reduces the light transmittance of the cloth. The light transmittance is reduced according to the number of overlapping layers and the overlapping height of the cloth, so as to identify the situation that it is difficult to see through after the cloth with high light transmittance is overlapped, and thus the authenticity of the perspective effect is improved.

[0128] Based on the same inventive concept, the embodiment of the present application provides a virtual clothes texture and material dynamic rendering system, comprising: The acquisition module is configured to acquire a template image and cloth requirements. The memory is configured to store the program of any one of the virtual clothes texture and material dynamic rendering methods. The processor can load and execute the program in the memory.

[0129] Those skilled in the art can clearly understand that, for the convenience and brevity of description, only the division of the above functional modules is exemplified, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. The specific working process of the above-described system, device and unit can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here.

[0130] The above is only the preferred embodiment of the present application, and the protection scope of the present application is not limited to the above-mentioned embodiments. Any technical solution falling within the concept of the present application shall be within the protection scope of the present application. It should be noted that, for ordinary skilled persons in the art, some improvements and refinements without departing from the principles of the present application shall also be considered as the protection scope of the present application.

Claims

1. A method for dynamically rendering the texture and material of virtual clothing, characterized in that, include: Step 100: Collect template images and fabric requirements; Step 101: Identify the shadow area from the template image and determine the fabric material according to the fabric requirements; Step 102: Determine the reflection point in response to the fabric material; Step 103: Determine the reflection area based on the reflection point; Step 104: Determine the light and shadow distribution by combining the shadow area and the reflection area; Step 105: Generate an interference image based on the light and shadow distribution, template image, and fabric requirements; Step 106: In response to the generation of the interference image, dynamically rendered information is displayed.

2. The method for dynamically rendering textures and materials of virtual clothing according to claim 1, characterized in that, The method for determining the reflective region includes: Step 107: Determine the reflectivity based on the reflection point; Step 108: Determine the halo diameter from the reflectivity; Step 109: Generate a halo region in response to the halo diameter and reflection point; Step 110: Correct the reflection area according to the halo area.

3. The method for dynamically rendering the texture and material of virtual clothing according to claim 2, characterized in that, The method for determining the reflective region also includes: Step 111: Determine the type of fabric based on the fabric requirements; Step 112: Determine the anisotropy coefficient in response to the fabric type; Step 113: Generate anisotropic regions based on the anisotropic coefficients and halo regions; Step 114: Correct the reflection region according to the anisotropic region.

4. The method for dynamically rendering the texture and material of virtual clothing according to claim 3, characterized in that, It also includes methods for observing clothing perspective, which include: Step 200: Determine the light transmittance based on the fabric material; Step 201: When the light transmittance is greater than the preset transparency threshold, identify the template garment from the template image; Step 202: In response to the template garment, determine the inner garment and determine the light-transmitting area based on the light transmittance; Step 203: Determine the image of the inner garment by combining the inner garment and the light-transmitting area; Step 204: Update the interference image in response to the inner layer image and the light-transmitting area.

5. The method for dynamically rendering textures and materials of virtual clothing according to claim 4, characterized in that, The clothing perspective method also includes: Step 205: When the light transmittance is greater than the preset transparency threshold, determine the degree of blurring based on the light transmittance, and identify the clothing gaps from the template clothing based on the light-transmitting area; Step 206: Determine the porosity coefficient in response to the garment porosity; Step 207: Determine the fuzzy radius by combining the gap coefficient and the degree of fuzziness; Step 208: Generate a blurred image based on the inner layer image and the blur radius; Step 209: Update the interference image in response to the blurred image and the transparent region.

6. The method for dynamically rendering the texture and material of virtual clothing according to claim 5, characterized in that, The clothing perspective method also includes: Step 210: When the light transmittance is greater than the preset transparency threshold, determine the scattering distance according to the fabric material; Step 211: Determine the transition area by combining the scattering distance and the light-transmitting area, and retrieve the inner layer color; Step 212: Determine the required color and scattering intensity based on the fabric requirements; Step 213: Determine the transition color in response to the inner color, required color, and scattering intensity; Step 214: Generate a transition image by combining the transition region and the transition color; Step 215: Update the interference image based on the transition image and the transition region.

7. The method for dynamically rendering the texture and material of virtual clothing according to claim 6, characterized in that, It also includes a wrinkle rendering method, which includes: Step 300: Identify the wrinkle locations from the template image; Step 301: Determine the stretching area based on the location of the folds; Step 302: Identify the stretching range from the template image based on the stretching area; Step 303: Determine the stretching factor in response to the stretching amplitude; Step 304: Update the transmittance based on the stretching coefficient.

8. The method for dynamically rendering the texture and material of virtual clothing according to claim 7, characterized in that, The wrinkle rendering method also includes: Step 305: Determine the folded area based on the folded location; Step 306: Identify the normal direction from the wrinkled region; Step 307: Generate a normal region based on the normal direction and the anisotropic region, and identify the plane curvature from the folded region; Step 308: Determine the width coefficient in response to the plane curvature; Step 309: Generate the highlight region by combining the width coefficient and the normal region; Step 310: Correct the reflection area based on the highlight area.

9. The method for dynamically rendering the texture and material of virtual clothing according to claim 8, characterized in that, The wrinkle rendering method also includes: Step 311: When the light transmittance is greater than the preset perspective threshold, determine the overlapping area based on the fold position; Step 312: Determine the number of overlapping layers based on the overlapping area, and identify the overlapping height from the template image based on the overlapping area; Step 313: Determine the obstruction coefficient by combining the number of overlapping layers and the overlapping height; Step 314: Update the transmittance based on the impedance coefficient.

10. A dynamic rendering system for the texture and material of virtual clothing, characterized in that, include: The acquisition module is used to acquire template images and fabric requirements; A memory for storing a program for a method of dynamically rendering the texture and materials of a virtual garment as described in any one of claims 1 to 9; The processor is the unit of memory that allows programs to be loaded and executed by the processor.

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