Technologies for virtually trying-on items

IN598464BActive Publication Date: 2026-08-10TASHJIAN MARIA
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Patent Information

Application Number
IN202217069968
Authority / Receiving Office
IN · IN
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-06-05
Filing Date
2022-12-05
Publication Date
2026-08-10
Estimated Expiration
2041-06-04

AI Technical Summary

Technical Problem

Current virtual try-on technologies unrealistically present items, leading to potential purchase avoidance, increased returns, and tarnished seller reputation, as they fail to accurately simulate how items appear on different body parts and locations.

Method used

The development of user interfaces that allow for realistic virtual try-ons by dynamically changing the appearance of items based on rotational angles, morphologies, user inputs, and interactive effects such as magnetic and shadowing, enabling realistic simulations on various body parts and objects through multiple form factors like smartphones and smart mirrors.

Benefits of technology

This solution provides a more realistic virtual try-on experience, enhancing purchase likelihood, reducing returns, and maintaining seller reputation by accurately simulating item placement and appearance, thus improving customer satisfaction and sales.

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Abstract

This disclosure enables various technologies for virtually trying-on items (e.g., a jewelry item, an earring, a garment) in a manner that is more realistic than currently known techniques.
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Description

TECHNICAL FIELD

[0002] This disclosure relates to various technologies for virtually trying-on items.BACKGROUND

[0003] A seller may allow a potential customer to virtually try-on an item (e.g., anearring) before the potential customer can purchase the item. However, variouscurrently known approaches to providing such functionality are technologicallyproblematic. This may be so at least because these approaches unrealistically presentthe item, which in-turn may (a) preclude the item from being purchased, (b) increase alikelihood of returning the item after the item is purchased, or (c) tarnish the seller or amanufacturer of the item.SUMMARY

[0004] Broadly, this disclosure enables various technologies for virtually trying-on items (e.g., a jewelry item, an earring, a garment) in a manner that is more realisticthan currently known approaches to providing such functionality. For example, someof such technologies include various user interfaces (UIs) that are programmed toenable various virtual try-ons based on (a) appearing to change various rotationalangles of the items depending on where the items are virtually tried-on, variousmorphologies of objects on which the items are being virtually tried-on, the itemsthemselves, or responsive to various user inputs, (b) what type of the items are beingvirtually-tried on, (c) dynamically hiding or dynamically unhiding various areas of theitems depending on where the items are virtually tried-on, various morphologies ofobjects on which the items are being virtually tried-on, the items themselves, orresponsive to various user inputs, (d) enabling various magnetic, reflective, orshadowing effects on the items, relative to the items, or where the items are beingvirtually tried-on depending on where the items are virtually tried-on, variousmorphologies of objects on which the items are being virtually tried-on, the itemsthemselves, or responsive to various user inputs, or other functions. These modalitiesof virtual try-on can be (a) combined with each other or be dependent on each other,(b) be separate and distinct from each other or be independent from each other, or (c)can be embodied via or on various form factors (e.g., a server, a client, a smartphone, atablet, a wearable, a smart mirror, an operating system, a software application, abrowser, a mobile app). Note that these technologies can be applied to virtually tryingon various items (e.g., a jewelry item, an earring, a necklace, a garment, a hat, a ring,an anklet, a bracelet, a tattoo) on various objects (e.g., a human, a mannequin, ashowcase model, a body part, a head, a nose, an ear, a neck, an arm, a forearm, anupper arm, a wrist, a torso, a navel, a toe, a finger, a garment, a shoe).

[0005] In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: frontally present avirtual ear (or another virtual object) within the UI; receive a first user selection whilethe virtual ear is frontally presented within the UI and a second user selection while thevirtual ear is frontally presented within the UI, wherein the first user selection selects avirtual earring (or another virtual item) presented within the UI while the virtual ear isfrontally presented within the UI, wherein the second user selection selects a virtuallocation on the virtual ear frontally presented within the UI; and virtually try-on thevirtual earring at the virtual location within the UI responsive to the first user selectionbeing received via the UI and the second user selection being received via the UI suchthat the virtual earring appears to change in rotational angle within the UI dependingon where the virtual location is located on the virtual ear within the UI.

[0006] In an embodiment, there is a system comprising: a processor programmed to: cause a UI to be presented, wherein the UI is programmed to: frontally present avirtual ear (or another virtual object) within the UI; present a virtual earring (or anothervirtual item) within the UI while the virtual ear is frontally presented within the UI;and receive a drag-and-drop input within the UI while the virtual ear is frontallypresented within the UI and the virtual earring is presented within the UI such that (a)the drag-and-drop input drags the virtual earring over the virtual ear and therebyenables the virtual earring to be virtually tried-on the virtual ear within the UIresponsive to the drag-and-drop input, (b) the virtual earring appears to change inrotational angle within the UI depending on where the virtual earring is virtually triedon the virtual ear within the UI responsive to the drag-and-drop input, and (c) thevirtual earring appears to at least partially dynamically hide and at least partiallydynamically unhide depending on where the virtual earring is virtually tried-on thevirtual ear within the UI responsive to the drag-and-drop input.

[0007] In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: frontally present avirtual ear (or another virtual object) within the UI, wherein the virtual ear includes aset of virtual depth areas; receive a first user selection while the virtual ear is frontallypresented within the UI and a second user selection while the virtual ear is frontallypresented within the UI, wherein the first user selection selects a virtual earring (oranother virtual item) presented within the UI while the virtual ear is frontally presentedwithin the UI, wherein the virtual earring includes a set of virtual portions, wherein thesecond user selection selects a virtual location on the virtual ear frontally presentedwithin the UI; and virtually try-on the virtual earring at the virtual location within theUI responsive to the first user selection being received via the UI and the second userselection being received via the UI such that at least one virtual portion selected fromthe set of virtual portions appears dynamically hidden under at least one virtual deptharea selected from the set of virtual depth areas when the virtual location is the at leastone virtual depth area selected from the set of virtual depth areas and dynamicallyunhidden when the virtual location is not the at least one virtual depth area selectedfrom the set of virtual depth areas.

[0008] In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: frontally present avirtual ear (or another virtual object) within the UI, wherein the virtual ear includes a virtual ear (or another virtual object) within the UI, wherein the virtual ear includes afirst virtual edge and a virtual skin; receive a first user selection while the virtual ear isfrontally presented within the UI and a second user selection while the virtual ear isfrontally presented within the UI, wherein the first user selection selects a virtualearring (or another virtual item) presented within the UI while the virtual ear isfrontally presented within the UI, wherein the virtual earring includes a second virtualedge, wherein the second user selection selects a virtual location on the virtual earfrontally presented within the UI; and virtually try-on the virtual earring at the virtuallocation within the UI responsive to the first user selection being received via the UIand the second user selection being received via the UI such that the virtual earringappears to virtually gravitationally fall relative to the virtual ear until appearing tovirtually contact the virtual skin within the UI depending on the virtual earring andbased on a virtual space being available between the first virtual edge and the secondvirtual edge.

[0009] In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: frontally present avirtual ear (or another virtual object), wherein the virtual ear includes a virtual skintone; receive a first user selection while the virtual ear is frontally presented within theUI and a second user selection while the virtual ear is frontally presented within theUI, wherein the first user selection selects a virtual earring (or another virtual item)presented within the UI while the virtual ear is frontally presented within the UI,wherein the second user selection selects a virtual location on the virtual ear frontallypresented within the UI; and virtually try-on the virtual earring at the virtual locationwithin the UI responsive to the first user selection being received via the UI and thesecond user selection being received via the UI such that at least one of: (a) there is anappearance of a virtual reflection of the virtual skin tone on the virtual earring withinthe UI, wherein the virtual reflection varies based on the virtual skin tone, or (b) thereis an appearance of a virtual shadow of the virtual earring on the virtual ear within theUI, wherein the virtual shadow varies based on the virtual skin tone.

[0010] In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: present a user inputelement programmed to receive a user input within the UI; frontally present a virtualear (or another virtual object) while the user input element is presented within the UI,wherein the virtual ear includes a virtual skin area; receive a first user selection whilethe virtual ear is frontally presented within the UI and a second user selection while thevirtual ear is frontally presented within the UI, wherein the first user selection selects avirtual earring (or another virtual item) presented within the UI while the virtual ear isfrontally presented within the UI, wherein the second user selection selects a virtuallocation on the virtual ear frontally presented within the UI, wherein the virtuallocation is spaced apart from the virtual skin area; and virtually try-on the virtualearring at the virtual location within the UI responsive to the first user selection beingreceived via the UI and the second user selection being received via the UI such that(a) the virtual earring appears to spin responsive to the user input while virtually triedon at the virtual location and (b) the virtual earring appears to be at least partiallydynamically hidden and dynamically unhidden responsive to the user input whilevirtually tried-on at the virtual location based on the virtual earring respectivelyappearing to be virtually anatomically tucked and virtually anatomically untuckedwithin the virtual ear.

[0011] In an embodiment, there is a system comprising: a processor programmedto: receive an image of an ear (or another virtual object) of a user, wherein the ear isfrontally presented in the image; identify a set of virtual anatomical regions in the earfrontally presented in the image; segment each set selected from the set of virtualanatomical regions into a set of virtual regions; and enable a virtual earring (or anothervirtual item) to be virtually tried-on the ear frontally presented in the image to the usersuch that the virtual earring is dynamically varied in appearance depending on wherethe virtual earring is virtually tried-on the ear frontally presented in the image based onthe set of virtual anatomic regions and the set of virtual regions.

[0012] In an embodiment, there is a system comprising: a processor programmedto: receive an image of an ear (or another virtual object) of a user, wherein the ear isfrontally presented in the image; identify a virtual piercing in the ear that is frontallypresented in the image; identify a scale of the ear that is frontally presented in theimage; and present a visual content recommending a virtual earring (or another virtualitem) to be virtually tried-on the ear frontally presented in the image to the user basedon (a) where the virtual piercing is located on the ear frontally presented in the imageand (b) the scale.

[0013] In an embodiment, there is a system comprising: a smart mirror including ahousing, a processor, a camera, and a display, wherein the housing houses theprocessor, the camera, and the display, wherein the processor is in communicationwith the camera and the display, wherein the processor is programmed to: receive aleft imagery and a right imagery from a camera, wherein the left imagery frontallypresents a left ear of a user standing before the camera, wherein the right imageryfrontally presents a right ear (or another virtual object) of the user standing before the camera; identify a virtual left ear (or another virtual object) from the left ear frontallypresented in the left imagery and a virtual right ear from the right ear in the rightimagery; set the virtual left ear to a left preset scale and the virtual right ear to a rightpreset scale; identify a set of left virtual anatomical regions in the virtual left ear as setin the left preset scale and a set of right virtual anatomical regions in the virtual rightear as set in the right preset scale; segment each set selected from the set of left virtualanatomical regions into a set of left virtual regions and each set selected from the set ofright virtual anatomical regions into a set of right virtual regions; cause the virtual leftear, the right virtual ear, and a virtual earring (or another virtual item) scale to besimultaneously presented on the display; receive an input from the user while thevirtual left ear, the virtual right ear, and the virtual earring are simultaneouslypresented on the display; and cause the virtual earring to be virtually tried-on thevirtual left ear or the virtual right ear on the display responsive to the input.

[0014] In an embodiment, there is a system comprising: a processor programmedto: access a map of a virtual object, wherein the map segments the virtual object into aset of virtual regions and each virtual region selected from the set of virtual regionsinto a set of virtual zones that are polygonal and border each other within thatrespective virtual region; access a set of images depicting a virtual item from a set ofrotational angles that are different from each other; receive a first user selectionselecting the virtual item; receive a second user selection selecting a virtual zoneselected from the set of virtual zones and positioned within a virtual region selectedfrom the set of virtual regions; select an image selected from the set of images andcorresponding to the virtual zone positioned within the virtual region based on thesecond user selection; and virtually try-on the virtual item on the virtual objectresponsive to the first user selection and the second user selection based on the imageselected.DESCRIPTION OF DRAWINGS

[0015] FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure.

[0016] FIG. 2 shows an embodiment of a flowchart for accessing the UI of FIG. 1according to various principles of this disclosure.

[0017] FIG. 3 shows an embodiment of a computing architecture forimplementing the UI of FIG. 1 according to various principles of this disclosure.

[0018] FIG. 4 shows the UI of FIG. 1 where the virtual earring has been drag-anddropped for virtual try-on according to various principles of this disclosure.

[0019] FIG. 5 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions according to various principles of this disclosure.

[0020] FIG. 6 shows an embodiment of a virtual ear segmented into a set ofvirtual zones according to various principles of this disclosure.

[0021] FIG. 7 shows an embodiment of a virtual ear segmented into a set ofanatomical regions and a set of virtual zones within the set of anatomical regionsaccording to various principles of this disclosure.

[0022] FIG. 8 shows an embodiment of a virtual earring appearing as beingrotated in an XZ plane according to various principles of this disclosure.

[0023] FIG. 9 shows an embodiment of a virtual plane for rotation of an earringaccording to various principles of this disclosure.

[0024] FIG. 10 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a stud according to various principles ofthis disclosure.

[0025] FIG. 11 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a ring according to various principles ofthis disclosure.

[0026] FIG. 12 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a daith ring according to variousprinciples of this disclosure.

[0027] FIG. 13 shows an embodiment of a virtual earring with a set of rotationalangles that are different from each other according to various principles of thisdisclosure.

[0028] FIG. 14 shows an embodiment of a section of a UI programmed formapping a virtual earring to an anatomic region selected from the set of anatomicalregions of FIGS. 5-7 according to various principles of this disclosure.

[0029] FIG. 15 shows an embodiment of a flowchart for enabling a magneticeffect according to various principles of this disclosure.

[0030] FIG. 16 shows an embodiment of a virtual ear segmented into a set oflayers according to various principles of this disclosure.

[0031] FIG. 17 shows an embodiment of a set of layers of a virtual ear accordingto various principles of this disclosure.

[0032] FIG. 18 shows an embodiment of a virtual ear without a tucking effect andwith a tucking effect during a virtual try-on according to various principles of thisdisclosure.

[0033] FIG. 19 shows an embodiment of a virtual gravity effect being applied to avirtual earring virtually tried-on a virtual ear according to various principles of thisdisclosure.

[0034] FIG. 20 shows an embodiment of a size of a virtual ear for proportionaccording to various principles of this disclosure.

[0035] FIG. 21 shows an embodiment of a flowchart for resizing an image of anear for subsequent use according to various principles of this disclosure.

[0036] FIG. 22 shows an embodiment of a virtual earring being virtually tried-onwith a drop shadow and without a drop shadow during a virtual try-on according tovarious principles of this disclosure.

[0037] FIG. 23 shows an embodiment of a virtual earring being virtually tried-onas not recommended (although possible) or impossible during a virtual try-onaccording to various principles of this disclosure.

[0038] FIG. 24 shows an embodiment of a virtual earring being virtually tried-onas recommended or possible during a virtual try-on according to various principles ofthis disclosure.

[0039] FIG. 25 shows an embodiment of a virtual ear being shows as a left earand a right ear during a virtual try-on according to various principles of this disclosure.

[0040] FIGS. 26-27 show an embodiment of a virtual ear being zoomed during avirtual try-on according to various principles of this disclosure.

[0041] FIG. 28 shows an embodiment of a virtual ear being panned or movedduring a virtual try-on according to various principles of this disclosure.

[0042] FIG. 29 shows an embodiment of a virtual earring being spun responsiveto a user input over a virtual ear relative to the virtual ear during a virtual try-onaccording to various principles of this disclosure.

[0043] FIG. 30 shows an embodiment of a virtual ear changing in a virtual skinton during a virtual try-on according to various principles of this disclosure.

[0044] FIGS. 31-33 shows an embodiment of various sets of images presentingvarious sets of virtual earrings from various sets of rotational angles that are differentfrom each other according to various principles of this disclosure.

[0045] FIG. 34 shows an embodiment of a virtual ear segmented by anatomicalregions according to various principles of this disclosure.

[0046] FIG. 35 shows an embodiment of a plane for rotation of a virtual earringaccording to various principles of this disclosure.

[0047] FIG. 36 shows an embodiment of a virtual ear segmented by various setsof zones within various sets of anatomical regions where each anatomical region hasits own respective rotational angle for its respective set of virtual zones over which avirtual earring can be virtually tried-on according to various principles of thisdisclosure.

[0048] FIG. 37 shows an embodiment of various virtual earrings being virtuallytried-on on a virtual ear where the virtual earrings are angled depending on whatanatomical zone is hosting each respective virtual earring according to variousprinciples of this disclosure.

[0049] FIGS. 38-40 show an embodiment of a virtual earring being spunresponsive to a user input over a virtual ear relative to the virtual ear according tovarious principles of this disclosure.

[0050] FIGS. 41-42 show an embodiment of a virtual earring having a stud that isoverlapped according to various principles of this disclosure.

[0051] FIG. 43 shows an embodiment of a virtual ear segmented by various setsof zones within various anatomical regions programmed for rotation of a virtualearring with a ring according to various principles of this disclosure.

[0052] FIG. 44 shows an embodiment of a virtual gravity effect beingimplemented on a virtual earring being virtually tried-on a virtual ear according tovarious principles of this disclosure.

[0053] FIGS. 45-48 show an embodiment of an image from a set of imagescorresponding to a virtual earring to be virtually tried-on a virtual ear while the imageis being set by an administrator in an administrator console or panel for virtual try-ondepending on a virtual try-on location within a set of anatomic regions of the virtualear and a set of virtual zones of the virtual ear and a virtual entry point or a virtual exitpoint from the virtual ear according to various principles of this disclosure.

[0054] FIGS. 49-58 show an embodiment of various virtual earring with variousvirtual rings being virtually tried-on in various regions of various anatomical regionsof a virtual ear according to various principles of this disclosure.

[0055] FIG. 59 shows an embodiment of a virtual charm being added to a virtualearring being virtually tried-on a virtual ear according to various principles of thisdisclosure.

[0056] FIG. 60 shows an embodiment of a virtual charm being virtually tried-on avirtual ear according to various principles of this disclosure.

[0057] FIG. 61 shows an embodiment of various virtual charms being virtuallytried-on a virtual ear and having same angling according to various principles of thisdisclosure.

[0058] FIG. 62 shows an embodiment of a virtual handcuff earring being virtuallytried-on a virtual ear according to various principles of this disclosure.

[0059] FIG. 63 shows an embodiment of a virtual handcuff earring being virtuallytried-on a virtual ear as a charm according to various principles of this disclosure.

[0060] FIGS. 64-65 show an embodiment of a virtual earring with an arcuateportion being virtually tried-on with the arcuate portion being virtually hidden whilethe virtual earring is precluded from spinning according to various principles of thisdisclosure.

[0061] FIG. 66 shows an embodiment of a virtual ear with various anatomicalregions where a virtual earring can default to a spin angle depending on a respectiveanatomical region selected according to various principles of this disclosure.

[0062] FIG. 67 shows an embodiment of the arcuate portion of FIGS. 64-65 beingangled differently depending on which virtual zone within which virtual anatomicalregion of a virtual ear the arcuate portion is being virtually tried-on according tovarious principles of this disclosure.

[0063] FIGS. 68-69 show an embodiment of various virtual charms on virtualrings and virtual chain wraps being virtually tried-on according to various principles of this disclosure.

[0064] FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of this disclosure.

[0065] FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of this disclosure.

[0066] FIG. 72 shows an embodiment of various ring sizes for virtually trying-ona virtual necklace according to various principles of this disclosure.

[0067] FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to this disclosure.

[0068] FIG. 79 shows an embodiment of a self-image being processed to detect avirtual divot or a virtual dimple from an existing real piercing and then take an actionaccording to various principles of this disclosure.

[0069] FIG. 80 shows an embodiment of an X / Y plane illustrating how much avirtual earring with a ring will hang based on snugness according to various principlesof this disclosure.

[0070] FIGS. 81-90 show an embodiment of an method for machine learning forcreating a canvas or a map for an object according to this disclosure.DETAILED DESCRIPTION

[0071] Broadly, this disclosure enables various technologies for virtually tryingon items (e.g., a jewelry item, an earring, a garment) in a manner that is more realisticthan currently known approaches to providing such functionality. For example, someof such technologies include various UIs that are programmed to enable various virtualtry-ons based on (a) appearing to change various rotational angles of the itemsdepending on where the items are virtually tried-on, various morphologies of objectson which the items are being virtually tried-on, the items themselves, or responsive tovarious user inputs, (b) what type of the items are being virtually-tried on, (c)dynamically hiding or dynamically unhiding various areas of the items depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, (d) enabling various magnetic, reflective, or shadowing effects on the items,relative to the items, or where the items are being virtually tried-on depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, or other functions. These modalities of virtual try-on can be (a) combined witheach other or be dependent on each other, (b) be separate and distinct from each otheror be independent from each other, or (c) can be embodied via or on various formfactors (e.g., a server, a client, a smartphone, a tablet, a wearable, a smart mirror, anoperating system, a software application, a browser, a mobile app). Note that thesetechnologies can be applied to virtually trying-on various items (e.g., a jewelry item,an earring, a necklace, a garment, a hat, a ring, an anklet, a bracelet, a tattoo) onvarious objects (e.g., a human, a mannequin, a showcase model, a body part, a head, anose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, afinger, a garment, a shoe).

[0072] This disclosure is now described more fully with reference to FIGS. 1-90,in which some embodiments of this disclosure are shown. This disclosure may,however, be embodied in many different forms and should not be construed asnecessarily being limited to only embodiments disclosed herein. Rather, theseembodiments are provided so that this disclosure is thorough and complete, and fullyconveys various concepts of this disclosure to skilled artisans.

[0073] Note that various terminology used herein can imply direct or indirect, fullor partial, temporary or permanent, action or inaction. For example, when an elementis referred to as being "on," "connected" or "coupled" to another element, then theelement can be directly on, connected or coupled to the other element or interveningelements can be present, including indirect or direct variants. In contrast, when anelement is referred to as being "directly connected" or "directly coupled" to anotherelement, there are no intervening elements present.

[0074] Likewise, as used herein, a term "or" is intended to mean an inclusive "or"rather than an exclusive "or." That is, unless specified otherwise, or clear from context,"X employs A or B" is intended to mean any of the natural inclusive permutations.That is, if X employs A; X employs B; or X employs both A and B, then "X employsA or B" is satisfied under any of the foregoing instances.

[0075] Similarly, as used herein, various singular forms "a," "an" and "the" areintended to include various plural forms as well, unless context clearly indicatesotherwise. For example, a term "a" or "an" shall mean "one or more," even though aphrase "one or more" may also be used herein. For example, "one or more" includesone, two, three, four, five, six, seven, eight, nine, ten, tens, hundreds, thousands, ormore including all intermediary whole or decimal values therebetween.

[0076] Moreover, terms "comprises," "includes" or "comprising," "including"when used in this specification, specify a presence of stated features, integers, steps,operations, elements, or components, but do not preclude a presence and / or addition ofone or more other features, integers, steps, operations, elements, components, orgroups thereof. Furthermore, when this disclosure states that something is "based on"something else, then such statement refers to a basis which may be based on one ormore other things as well. In other words, unless expressly indicated otherwise, as usedherein "based on" inclusively means "based at least in part on" or "based at leastpartially on."

[0077] Additionally, although terms first, second, and others can be used herein todescribe various elements, components, regions, layers, or sections, these elements,components, regions, layers, or sections should not necessarily be limited by suchterms. Rather, these terms are used to distinguish one element, component, region,layer, or section from another element, component, region, layer, or section. As such, afirst element, component, region, layer, or section discussed below could be termed asecond element, component, region, layer, or section without departing from thisdisclosure.

[0078] Also, unless otherwise defined, all terms (including technical andscientific terms) used herein have the same meaning as commonly understood by oneof ordinary skill in an art to which this disclosure belongs. As such, terms, such asthose defined in commonly used dictionaries, should be interpreted as having ameaning that is consistent with their meaning in a context of a relevant art and shouldnot be interpreted in an idealized or overly formal sense unless expressly so definedherein.

[0079] Hereby, all issued patents, published patent applications, and non-patentpublications (including hyperlinked articles, web pages, and websites) that arementioned in this disclosure are herein incorporated by reference in their entirety forall purposes, to same extent as if each individual issued patent, published patentapplication, or non-patent publication were copied and pasted herein or specificallyand individually indicated to be incorporated by reference. If any disclosures areincorporated herein by reference and such disclosures conflict in part and / or in wholewith the present disclosure, then to the extent of conflict, and / or broader disclosure,and / or broader definition of terms, the present disclosure controls. If such disclosuresconflict in part and / or in whole with one another, then to the extent of conflict, thelater-dated disclosure controls.

[0080] This disclosure enables various technologies that solve varioustechnological problems encountered by sellers or customers when virtually trying-on ajewelry item (e.g., an earring, a necklace, a ring, a bracelet, an anklet) before thejewelry item is purchased, although post-purchase virtual try-on of the jewelry item isenabled as well. For example, such virtual try-on includes virtually wearing a virtualitem (e.g., a jewelry item, an earring, a necklace, a bracelet, a ring, an anklet) on avirtual object (e.g., a body part, an ear, a neck, a wrist, a finger, an ankle) as presentedin an electronic display (e.g., a computer monitor, a touchscreen, a volumetric display,a smart mirror) positioned before a user (e.g., a seller, a potential customer). Inparticular, various currently known approaches to providing virtual try-on functionalityare technologically problematic. This may be so at least because these approachesunrealistically present the item, which in-turn may (a) preclude the item from beingpurchased, (b) increase the likelihood of returning the item after the item is purchased,or (c) tarnish the seller or the manufacturer of the item. Therefore, these technologiesenable various virtual try-on functionalities that realistically present the item duringsuch virtual try-ons before the item is purchased, although post-purchase virtual try-onof the jewelry item is enabled as well. These technologies can be implementedindividually or in combination with other technologies, as disclosed herein.

[0081] For example, these technologies may include presenting a UI for apotential customer, where the UI is easy, intuitive, self-explanatory, and realisticallyresponsive. In addition, these technologies may include the UI present realistic outputsof various virtual try-ons by the customer that make the item (e.g., a virtual earring)look close to real photo shots. Also, these technologies may include the UI presentautomatic item scaling proportionally to an ear of the potential customer (e.g., as self30 uploaded from an ear selfie taken by the potential customer), although other body parts(e.g., a face, a neck) may be used. Moreover, these technologies may include the UIoperate based on various restrictions to be set, where these restrictions restrict whichbody parts the item can be virtually tried-on and further which locations (or regions) ofthe body parts the item can be virtually tried-on. Additionally, these technologies mayinclude the UI permit multiple items to be virtually tried-on simultaneously for acombination of looks, while allowing easy addition / removal of items to create orcustomize various desired looks. Further, these technologies may include the UIpresent detailed looks with via zooming or panning of a body part (e.g., a virtual ear)or the item, while keeping the item and the body part appear proportional. Additionally,these technologies may include the UI allow various look configurations, as created orarranged by the potential customer, to be saved or stored for later use (e.g., review) ordownloaded as an image (e.g. a JPEG file, a PDF file). Also, these technologies mainclude the UI to enable a connection with social media platforms (e.g., Facebook,Instagram) to share various created or arranged looks thereon. Moreover, thesetechnologies may include the UI present different skin tones, real-time image capture,virtual try-on using a video clip depending on the virtual object or the virtual item ormorphologies thereof or where the virtual item is virtually tried-on the virtual object.Similarly, these technologies may include the UI be presented on many consumerdevices (e.g., a computer monitor, a desktop, a laptop, a tablet, a smartphone, atouchscreen), while also (a) integrating openly with various e-commerce and shoppingplatforms or (b) offering an application programming interface (API) to integrate withmultiple frontend or backend computing systems, whether of those selling the item orthird parties.

[0082] Although this disclosure is described in context of virtual try-on of jewelryproducts (e.g., an earring, a charm) on an ear, this disclosure should not be limiting.Rather, this disclosure can be utilized for any body part and any product to virtuallytry-on. As such, these technologies can be applied to virtually trying-on various items(e.g., a jewelry item, an earring, a necklace, a garment, a ring, an anklet, a bracelet, atattoo) on various objects (e.g., a human, a mannequin, a showcase model, a body part,a head, a nose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, anavel, a toe, a finger, a garment, a shoe). For example, instead of virtual earrings beingtried on virtual ears, these technologies can be adapted for virtual necklaces to bevirtually tried-on virtual necks or other virtual items (e.g., a jewelry item, a garment, ahat, a ring, an anklet, a bracelet, a tattoo) to be virtually tried-on on other virtualobjects (e.g., a human, a mannequin, a body part, a showcase model, a head, a nose, anarm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, a garment, ashoe).

[0083] FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure. In particular, the UI(e.g., a design studio UI) includes a set of user input elements (e.g., a button, an image,a link), a virtual try-on window (e.g., a pane, a tile, an area), and a virtual item window(e.g., a pane, a tile, an area). The set of user input elements includes a set of skin tonecontrols 1, a set of zoom controls 2, a view all control 5, a social media sharingcontrols 6, a set of earring selectors 7, and a set of auxiliary controls 8. The virtual tryon window presents a virtual ear 3 and a picture-within-picture (PIP) window 4 lateralor below the virtual ear 3 (although the PIP window 4 can be positioned external to thevirtual try-on window above or below or lateral to the virtual ear 3). Note that thevirtual ear 3 is frontally presented within the virtual try-on window. The virtual try-onwindow, the virtual item window, and the set of user input elements collectivelyenable a virtual try-on on the virtual ear 3 (or another body part) within the virtual tryon window of a virtual earring (or another virtual item) selected or customized withinthe virtual item window via the set of user input elements.

[0084] The virtual try-on window and the virtual item window are positionedside-by-side adjacent to each other. However, note that this positioning can vary andthe virtual try-on window and the virtual item window can be positioned above orbelow or diagonal to each other. For example, the UI can be programmed to enable auser to rearrange (e.g., move) the virtual try-on window and the virtual item windowwithin the UI. Likewise, the virtual try-on window and the virtual item window can bea single window.

[0085] The set of skin tone controls 1 (e.g., a set of buttons, a set of images, a setof links) selects a virtual skin tone on the virtual ear 3 frontally presented within thevirtual try-on window, where such action occurs responsive to the user selecting aspecific skin tone control 1. The set of skin tone controls 1 is external to the virtual try30 on window and side-by-side therewith, although this positioning can vary (e.g.,internal to the virtual try-on window or above or below or diagonal to the virtual try-onwindow). The virtual try-on window is positioned between the set of skin tone controls1 and the virtual item window, although this positioning can vary (e.g., the set of skintone controls 1 is positioned between the virtual try-on window and the virtual itemwindow or the virtual item window is positioned between the set of skin tone controls1 and the virtual try-on window). Note that the set of skin tone controls 1 can beomitted.

[0086] The set of zoom controls 2 (e.g., a set of buttons, a set of images, a set oflinks) enables the virtual ear 3 to be zoomed in or out within the virtual try-on window,while the virtual ear 3 is frontally presented within the virtual try-on window, wheresuch action occurs responsive to the user selecting a specific zoom control 2 (e.g., aplus button, a minus button). Note that during such zooming the virtual earring can besimultaneously zoomed as well, which may be while maintaining proportions or scaleto the virtual ear 3 or relative to the virtual ear 3. The set of zoom controls 2 ispositioned internal to the virtual try-on window below the virtual ear 3, but can bepositioned external to the virtual try-on window or above or diagonal or lateral to thevirtual ear 3. Note that the set of zoom controls 2 can be omitted.

[0087] While the virtual try-on window frontally presents the virtual ear 3 (left asshown), the PIP window 4 frontally presents an opposite virtual ear (right as shown).The PIP window 4 is selectable (e.g., can be activated, clicked, touched) such that thevirtual 3 switches with the opposite virtual ear such that the virtual try-on windowfrontally presents the virtual ear 3 (right as would be shown) and the PIP window 4frontally presents the opposite virtual ear (left as would be shown). Note that thevirtual earring shown virtually tried-on the virtual ear 3 (left as shown) within thevirtual try-on window would be responsively placed in a same location on the oppositevirtual ear (right as shown) when the virtual 3 switches with the opposite virtual earsuch that the virtual try-on window frontally presents the virtual ear 3 (right as wouldbe shown) and the PIP window 4 frontally presents the opposite virtual ear (left aswould be shown). Note that the PIP window 4 can omitted. However, if suchfunctionality is still desired, then both virtual ears can be simultaneously shown withinthe virtual try-on window and virtually trying-on the virtual earring can besimultaneously placed on both virtual ears or there maybe virtual try-on windowdedicated to a specific ear. As such, virtually trying-on the virtual earring on onevirtual ear 3 may or may not be virtually tried-on the opposite virtual ear. this disclosure.

[0064] FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of this disclosure.

[0065] FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of this disclosure.

[0066] FIG. 72 shows an embodiment of various ring sizes for virtually trying-ona virtual necklace according to various principles of this disclosure.

[0067] FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to this disclosure.

[0068] FIG. 79 shows an embodiment of a self-image being processed to detect avirtual divot or a virtual dimple from an existing real piercing and then take an actionaccording to various principles of this disclosure.

[0069] FIG. 80 shows an embodiment of an X / Y plane illustrating how much avirtual earring with a ring will hang based on snugness according to various principlesof this disclosure.

[0070] FIGS. 81-90 show an embodiment of an method for machine learning forcreating a canvas or a map for an object according to this disclosure.DETAILED DESCRIPTION

[0071] Broadly, this disclosure enables various technologies for virtually tryingon items (e.g., a jewelry item, an earring, a garment) in a manner that is more realisticthan currently known approaches to providing such functionality. For example, someof such technologies include various UIs that are programmed to enable various virtualtry-ons based on (a) appearing to change various rotational angles of the itemsdepending on where the items are virtually tried-on, various morphologies of objectson which the items are being virtually tried-on, the items themselves, or responsive tovarious user inputs, (b) what type of the items are being virtually-tried on, (c)dynamically hiding or dynamically unhiding various areas of the items depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, (d) enabling various magnetic, reflective, or shadowing effects on the items,relative to the items, or where the items are being virtually tried-on depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, or other functions. These modalities of virtual try-on can be (a) combined witheach other or be dependent on each other, (b) be separate and distinct from each otheror be independent from each other, or (c) can be embodied via or on various formfactors (e.g., a server, a client, a smartphone, a tablet, a wearable, a smart mirror, anoperating system, a software application, a browser, a mobile app). Note that thesetechnologies can be applied to virtually trying-on various items (e.g., a jewelry item,an earring, a necklace, a garment, a hat, a ring, an anklet, a bracelet, a tattoo) onvarious objects (e.g., a human, a mannequin, a showcase model, a body part, a head, anose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, afinger, a garment, a shoe).

[0072] This disclosure is now described more fully with reference to FIGS. 1-90,in which some embodiments of this disclosure are shown. This disclosure may,however, be embodied in many different forms and should not be construed asnecessarily being limited to only embodiments disclosed herein. Rather, theseembodiments are provided so that this disclosure is thorough and complete, and fullyconveys various concepts of this disclosure to skilled artisans.

[0073] Note that various terminology used herein can imply direct or indirect, fullor partial, temporary or permanent, action or inaction. For example, when an elementis referred to as being "on," "connected" or "coupled" to another element, then theelement can be directly on, connected or coupled to the other element or interveningelements can be present, including indirect or direct variants. In contrast, when anelement is referred to as being "directly connected" or "directly coupled" to anotherelement, there are no intervening elements present.

[0074] Likewise, as used herein, a term "or" is intended to mean an inclusive "or"rather than an exclusive "or." That is, unless specified otherwise, or clear from context,"X employs A or B" is intended to mean any of the natural inclusive permutations.That is, if X employs A; X employs B; or X employs both A and B, then "X employsA or B" is satisfied under any of the foregoing instances.

[0075] Similarly, as used herein, various singular forms "a," "an" and "the" areintended to include various plural forms as well, unless context clearly indicatesotherwise. For example, a term "a" or "an" shall mean "one or more," even though aphrase "one or more" may also be used herein. For example, "one or more" includesone, two, three, four, five, six, seven, eight, nine, ten, tens, hundreds, thousands, ormore including all intermediary whole or decimal values therebetween.

[0076] Moreover, terms "comprises," "includes" or "comprising," "including"when used in this specification, specify a presence of stated features, integers, steps,operations, elements, or components, but do not preclude a presence and / or addition ofone or more other features, integers, steps, operations, elements, components, orgroups thereof. Furthermore, when this disclosure states that something is "based on"something else, then such statement refers to a basis which may be based on one ormore other things as well. In other words, unless expressly indicated otherwise, as usedherein "based on" inclusively means "based at least in part on" or "based at leastpartially on."

[0077] Additionally, although terms first, second, and others can be used herein todescribe various elements, components, regions, layers, or sections, these elements,components, regions, layers, or sections should not necessarily be limited by suchterms. Rather, these terms are used to distinguish one element, component, region,layer, or section from another element, component, region, layer, or section. As such, afirst element, component, region, layer, or section discussed below could be termed asecond element, component, region, layer, or section without departing from thisdisclosure.

[0078] Also, unless otherwise defined, all terms (including technical andscientific terms) used herein have the same meaning as commonly understood by oneof ordinary skill in an art to which this disclosure belongs. As such, terms, such asthose defined in commonly used dictionaries, should be interpreted as having ameaning that is consistent with their meaning in a context of a relevant art and shouldnot be interpreted in an idealized or overly formal sense unless expressly so definedherein.

[0079] Hereby, all issued patents, published patent applications, and non-patentpublications (including hyperlinked articles, web pages, and websites) that arementioned in this disclosure are herein incorporated by reference in their entirety forall purposes, to same extent as if each individual issued patent, published patentapplication, or non-patent publication were copied and pasted herein or specificallyand individually indicated to be incorporated by reference. If any disclosures areincorporated herein by reference and such disclosures conflict in part and / or in wholewith the present disclosure, then to the extent of conflict, and / or broader disclosure,and / or broader definition of terms, the present disclosure controls. If such disclosuresconflict in part and / or in whole with one another, then to the extent of conflict, thelater-dated disclosure controls.

[0080] This disclosure enables various technologies that solve varioustechnological problems encountered by sellers or customers when virtually trying-on ajewelry item (e.g., an earring, a necklace, a ring, a bracelet, an anklet) before thejewelry item is purchased, although post-purchase virtual try-on of the jewelry item isenabled as well. For example, such virtual try-on includes virtually wearing a virtualitem (e.g., a jewelry item, an earring, a necklace, a bracelet, a ring, an anklet) on avirtual object (e.g., a body part, an ear, a neck, a wrist, a finger, an ankle) as presentedin an electronic display (e.g., a computer monitor, a touchscreen, a volumetric display,a smart mirror) positioned before a user (e.g., a seller, a potential customer). Inparticular, various currently known approaches to providing virtual try-on functionalityare technologically problematic. This may be so at least because these approachesunrealistically present the item, which in-turn may (a) preclude the item from beingpurchased, (b) increase the likelihood of returning the item after the item is purchased,or (c) tarnish the seller or the manufacturer of the item. Therefore, these technologiesenable various virtual try-on functionalities that realistically present the item duringsuch virtual try-ons before the item is purchased, although post-purchase virtual try-onof the jewelry item is enabled as well. These technologies can be implementedindividually or in combination with other technologies, as disclosed herein.

[0081] For example, these technologies may include presenting a UI for apotential customer, where the UI is easy, intuitive, self-explanatory, and realisticallyresponsive. In addition, these technologies may include the UI present realistic outputsof various virtual try-ons by the customer that make the item (e.g., a virtual earring)look close to real photo shots. Also, these technologies may include the UI presentautomatic item scaling proportionally to an ear of the potential customer (e.g., as self30 uploaded from an ear selfie taken by the potential customer), although other body parts(e.g., a face, a neck) may be used. Moreover, these technologies may include the UIoperate based on various restrictions to be set, where these restrictions restrict whichbody parts the item can be virtually tried-on and further which locations (or regions) ofthe body parts the item can be virtually tried-on. Additionally, these technologies mayinclude the UI permit multiple items to be virtually tried-on simultaneously for acombination of looks, while allowing easy addition / removal of items to create orcustomize various desired looks. Further, these technologies may include the UIpresent detailed looks with via zooming or panning of a body part (e.g., a virtual ear)or the item, while keeping the item and the body part appear proportional. Additionally,these technologies may include the UI allow various look configurations, as created orarranged by the potential customer, to be saved or stored for later use (e.g., review) ordownloaded as an image (e.g. a JPEG file, a PDF file). Also, these technologies mainclude the UI to enable a connection with social media platforms (e.g., Facebook,Instagram) to share various created or arranged looks thereon. Moreover, thesetechnologies may include the UI present different skin tones, real-time image capture,virtual try-on using a video clip depending on the virtual object or the virtual item ormorphologies thereof or where the virtual item is virtually tried-on the virtual object.Similarly, these technologies may include the UI be presented on many consumerdevices (e.g., a computer monitor, a desktop, a laptop, a tablet, a smartphone, atouchscreen), while also (a) integrating openly with various e-commerce and shoppingplatforms or (b) offering an application programming interface (API) to integrate withmultiple frontend or backend computing systems, whether of those selling the item orthird parties.

[0082] Although this disclosure is described in context of virtual try-on of jewelryproducts (e.g., an earring, a charm) on an ear, this disclosure should not be limiting.Rather, this disclosure can be utilized for any body part and any product to virtuallytry-on. As such, these technologies can be applied to virtually trying-on various items(e.g., a jewelry item, an earring, a necklace, a garment, a ring, an anklet, a bracelet, atattoo) on various objects (e.g., a human, a mannequin, a showcase model, a body part,a head, a nose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, anavel, a toe, a finger, a garment, a shoe). For example, instead of virtual earrings beingtried on virtual ears, these technologies can be adapted for virtual necklaces to bevirtually tried-on virtual necks or other virtual items (e.g., a jewelry item, a garment, ahat, a ring, an anklet, a bracelet, a tattoo) to be virtually tried-on on other virtualobjects (e.g., a human, a mannequin, a body part, a showcase model, a head, a nose, anarm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, a garment, ashoe).

[0083] FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure. In particular, the UI(e.g., a design studio UI) includes a set of user input elements (e.g., a button, an image,a link), a virtual try-on window (e.g., a pane, a tile, an area), and a virtual item window(e.g., a pane, a tile, an area). The set of user input elements includes a set of skin tonecontrols 1, a set of zoom controls 2, a view all control 5, a social media sharingcontrols 6, a set of earring selectors 7, and a set of auxiliary controls 8. The virtual tryon window presents a virtual ear 3 and a picture-within-picture (PIP) window 4 lateralor below the virtual ear 3 (although the PIP window 4 can be positioned external to thevirtual try-on window above or below or lateral to the virtual ear 3). Note that thevirtual ear 3 is frontally presented within the virtual try-on window. The virtual try-onwindow, the virtual item window, and the set of user input elements collectivelyenable a virtual try-on on the virtual ear 3 (or another body part) within the virtual tryon window of a virtual earring (or another virtual item) selected or customized withinthe virtual item window via the set of user input elements.

[0084] The virtual try-on window and the virtual item window are positionedside-by-side adjacent to each other. However, note that this positioning can vary andthe virtual try-on window and the virtual item window can be positioned above orbelow or diagonal to each other. For example, the UI can be programmed to enable auser to rearrange (e.g., move) the virtual try-on window and the virtual item windowwithin the UI. Likewise, the virtual try-on window and the virtual item window can bea single window.

[0085] The set of skin tone controls 1 (e.g., a set of buttons, a set of images, a setof links) selects a virtual skin tone on the virtual ear 3 frontally presented within thevirtual try-on window, where such action occurs responsive to the user selecting aspecific skin tone control 1. The set of skin tone controls 1 is external to the virtual try30 on window and side-by-side therewith, although this positioning can vary (e.g.,internal to the virtual try-on window or above or below or diagonal to the virtual try-onwindow). The virtual try-on window is positioned between the set of skin tone controls1 and the virtual item window, although this positioning can vary (e.g., the set of skintone controls 1 is positioned between the virtual try-on window and the virtual itemwindow or the virtual item window is positioned between the set of skin tone controls1 and the virtual try-on window). Note that the set of skin tone controls 1 can beomitted.

[0086] The set of zoom controls 2 (e.g., a set of buttons, a set of images, a set oflinks) enables the virtual ear 3 to be zoomed in or out within the virtual try-on window,while the virtual ear 3 is frontally presented within the virtual try-on window, wheresuch action occurs responsive to the user selecting a specific zoom control 2 (e.g., aplus button, a minus button). Note that during such zooming the virtual earring can besimultaneously zoomed as well, which may be while maintaining proportions or scaleto the virtual ear 3 or relative to the virtual ear 3. The set of zoom controls 2 ispositioned internal to the virtual try-on window below the virtual ear 3, but can bepositioned external to the virtual try-on window or above or diagonal or lateral to thevirtual ear 3. Note that the set of zoom controls 2 can be omitted.

[0087] While the virtual try-on window frontally presents the virtual ear 3 (left asshown), the PIP window 4 frontally presents an opposite virtual ear (right as shown).The PIP window 4 is selectable (e.g., can be activated, clicked, touched) such that thevirtual 3 switches with the opposite virtual ear such that the virtual try-on windowfrontally presents the virtual ear 3 (right as would be shown) and the PIP window 4frontally presents the opposite virtual ear (left as would be shown). Note that thevirtual earring shown virtually tried-on the virtual ear 3 (left as shown) within thevirtual try-on window would be responsively placed in a same location on the oppositevirtual ear (right as shown) when the virtual 3 switches with the opposite virtual earsuch that the virtual try-on window frontally presents the virtual ear 3 (right as wouldbe shown) and the PIP window 4 frontally presents the opposite virtual ear (left aswould be shown). Note that the PIP window 4 can omitted. However, if suchfunctionality is still desired, then both virtual ears can be simultaneously shown withinthe virtual try-on window and virtually trying-on the virtual earring can besimultaneously placed on both virtual ears or there maybe virtual try-on windowdedicated to a specific ear. As such, virtually trying-on the virtual earring on onevirtual ear 3 may or may not be virtually tried-on the opposite virtual ear. this disclosure.

[0064] FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of this disclosure.

[0065] FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of this disclosure.

[0066] FIG. 72 shows an embodiment of various ring sizes for virtually trying-ona virtual necklace according to various principles of this disclosure.

[0067] FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to this disclosure.

[0068] FIG. 79 shows an embodiment of a self-image being processed to detect avirtual divot or a virtual dimple from an existing real piercing and then take an actionaccording to various principles of this disclosure.

[0069] FIG. 80 shows an embodiment of an X / Y plane illustrating how much avirtual earring with a ring will hang based on snugness according to various principlesof this disclosure.

[0070] FIGS. 81-90 show an embodiment of an method for machine learning forcreating a canvas or a map for an object according to this disclosure.DETAILED DESCRIPTION

[0071] Broadly, this disclosure enables various technologies for virtually tryingon items (e.g., a jewelry item, an earring, a garment) in a manner that is more realisticthan currently known approaches to providing such functionality. For example, someof such technologies include various UIs that are programmed to enable various virtualtry-ons based on (a) appearing to change various rotational angles of the itemsdepending on where the items are virtually tried-on, various morphologies of objectson which the items are being virtually tried-on, the items themselves, or responsive tovarious user inputs, (b) what type of the items are being virtually-tried on, (c)dynamically hiding or dynamically unhiding various areas of the items depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, (d) enabling various magnetic, reflective, or shadowing effects on the items,relative to the items, or where the items are being virtually tried-on depending onwhere the items are virtually tried-on, various morphologies of objects on which theitems are being virtually tried-on, the items themselves, or responsive to various userinputs, or other functions. These modalities of virtual try-on can be (a) combined witheach other or be dependent on each other, (b) be separate and distinct from each otheror be independent from each other, or (c) can be embodied via or on various formfactors (e.g., a server, a client, a smartphone, a tablet, a wearable, a smart mirror, anoperating system, a software application, a browser, a mobile app). Note that thesetechnologies can be applied to virtually trying-on various items (e.g., a jewelry item,an earring, a necklace, a garment, a hat, a ring, an anklet, a bracelet, a tattoo) onvarious objects (e.g., a human, a mannequin, a showcase model, a body part, a head, anose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, afinger, a garment, a shoe).

[0072] This disclosure is now described more fully with reference to FIGS. 1-90,in which some embodiments of this disclosure are shown. This disclosure may,however, be embodied in many different forms and should not be construed asnecessarily being limited to only embodiments disclosed herein. Rather, theseembodiments are provided so that this disclosure is thorough and complete, and fullyconveys various concepts of this disclosure to skilled artisans.

[0073] Note that various terminology used herein can imply direct or indirect, fullor partial, temporary or permanent, action or inaction. For example, when an elementis referred to as being "on," "connected" or "coupled" to another element, then theelement can be directly on, connected or coupled to the other element or interveningelements can be present, including indirect or direct variants. In contrast, when anelement is referred to as being "directly connected" or "directly coupled" to anotherelement, there are no intervening elements present.

[0074] Likewise, as used herein, a term "or" is intended to mean an inclusive "or"rather than an exclusive "or." That is, unless specified otherwise, or clear from context,"X employs A or B" is intended to mean any of the natural inclusive permutations.That is, if X employs A; X employs B; or X employs both A and B, then "X employsA or B" is satisfied under any of the foregoing instances.

[0075] Similarly, as used herein, various singular forms "a," "an" and "the" areintended to include various plural forms as well, unless context clearly indicatesotherwise. For example, a term "a" or "an" shall mean "one or more," even though aphrase "one or more" may also be used herein. For example, "one or more" includesone, two, three, four, five, six, seven, eight, nine, ten, tens, hundreds, thousands, ormore including all intermediary whole or decimal values therebetween.

[0076] Moreover, terms "comprises," "includes" or "comprising," "including"when used in this specification, specify a presence of stated features, integers, steps,operations, elements, or components, but do not preclude a presence and / or addition ofone or more other features, integers, steps, operations, elements, components, orgroups thereof. Furthermore, when this disclosure states that something is "based on"something else, then such statement refers to a basis which may be based on one ormore other things as well. In other words, unless expressly indicated otherwise, as usedherein "based on" inclusively means "based at least in part on" or "based at leastpartially on."

[0077] Additionally, although terms first, second, and others can be used herein todescribe various elements, components, regions, layers, or sections, these elements,components, regions, layers, or sections should not necessarily be limited by suchterms. Rather, these terms are used to distinguish one element, component, region,layer, or section from another element, component, region, layer, or section. As such, afirst element, component, region, layer, or section discussed below could be termed asecond element, component, region, layer, or section without departing from thisdisclosure.

[0078] Also, unless otherwise defined, all terms (including technical andscientific terms) used herein have the same meaning as commonly understood by oneof ordinary skill in an art to which this disclosure belongs. As such, terms, such asthose defined in commonly used dictionaries, should be interpreted as having ameaning that is consistent with their meaning in a context of a relevant art and shouldnot be interpreted in an idealized or overly formal sense unless expressly so definedherein.

[0079] Hereby, all issued patents, published patent applications, and non-patentpublications (including hyperlinked articles, web pages, and websites) that arementioned in this disclosure are herein incorporated by reference in their entirety forall purposes, to same extent as if each individual issued patent, published patentapplication, or non-patent publication were copied and pasted herein or specificallyand individually indicated to be incorporated by reference. If any disclosures areincorporated herein by reference and such disclosures conflict in part and / or in wholewith the present disclosure, then to the extent of conflict, and / or broader disclosure,and / or broader definition of terms, the present disclosure controls. If such disclosuresconflict in part and / or in whole with one another, then to the extent of conflict, thelater-dated disclosure controls.

[0080] This disclosure enables various technologies that solve varioustechnological problems encountered by sellers or customers when virtually trying-on ajewelry item (e.g., an earring, a necklace, a ring, a bracelet, an anklet) before thejewelry item is purchased, although post-purchase virtual try-on of the jewelry item isenabled as well. For example, such virtual try-on includes virtually wearing a virtualitem (e.g., a jewelry item, an earring, a necklace, a bracelet, a ring, an anklet) on avirtual object (e.g., a body part, an ear, a neck, a wrist, a finger, an ankle) as presentedin an electronic display (e.g., a computer monitor, a touchscreen, a volumetric display,a smart mirror) positioned before a user (e.g., a seller, a potential customer). Inparticular, various currently known approaches to providing virtual try-on functionalityare technologically problematic. This may be so at least because these approachesunrealistically present the item, which in-turn may (a) preclude the item from beingpurchased, (b) increase the likelihood of returning the item after the item is purchased,or (c) tarnish the seller or the manufacturer of the item. Therefore, these technologiesenable various virtual try-on functionalities that realistically present the item duringsuch virtual try-ons before the item is purchased, although post-purchase virtual try-onof the jewelry item is enabled as well. These technologies can be implementedindividually or in combination with other technologies, as disclosed herein.

[0081] For example, these technologies may include presenting a UI for apotential customer, where the UI is easy, intuitive, self-explanatory, and realisticallyresponsive. In addition, these technologies may include the UI present realistic outputsof various virtual try-ons by the customer that make the item (e.g., a virtual earring)look close to real photo shots. Also, these technologies may include the UI presentautomatic item scaling proportionally to an ear of the potential customer (e.g., as self30 uploaded from an ear selfie taken by the potential customer), although other body parts(e.g., a face, a neck) may be used. Moreover, these technologies may include the UIoperate based on various restrictions to be set, where these restrictions restrict whichbody parts the item can be virtually tried-on and further which locations (or regions) ofthe body parts the item can be virtually tried-on. Additionally, these technologies mayinclude the UI permit multiple items to be virtually tried-on simultaneously for acombination of looks, while allowing easy addition / removal of items to create orcustomize various desired looks. Further, these technologies may include the UIpresent detailed looks with via zooming or panning of a body part (e.g., a virtual ear)or the item, while keeping the item and the body part appear proportional. Additionally,these technologies may include the UI allow various look configurations, as created orarranged by the potential customer, to be saved or stored for later use (e.g., review) ordownloaded as an image (e.g. a JPEG file, a PDF file). Also, these technologies mainclude the UI to enable a connection with social media platforms (e.g., Facebook,Instagram) to share various created or arranged looks thereon. Moreover, thesetechnologies may include the UI present different skin tones, real-time image capture,virtual try-on using a video clip depending on the virtual object or the virtual item ormorphologies thereof or where the virtual item is virtually tried-on the virtual object.Similarly, these technologies may include the UI be presented on many consumerdevices (e.g., a computer monitor, a desktop, a laptop, a tablet, a smartphone, atouchscreen), while also (a) integrating openly with various e-commerce and shoppingplatforms or (b) offering an application programming interface (API) to integrate withmultiple frontend or backend computing systems, whether of those selling the item orthird parties.

[0082] Although this disclosure is described in context of virtual try-on of jewelryproducts (e.g., an earring, a charm) on an ear, this disclosure should not be limiting.Rather, this disclosure can be utilized for any body part and any product to virtuallytry-on. As such, these technologies can be applied to virtually trying-on various items(e.g., a jewelry item, an earring, a necklace, a garment, a ring, an anklet, a bracelet, atattoo) on various objects (e.g., a human, a mannequin, a showcase model, a body part,a head, a nose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, anavel, a toe, a finger, a garment, a shoe). For example, instead of virtual earrings beingtried on virtual ears, these technologies can be adapted for virtual necklaces to bevirtually tried-on virtual necks or other virtual items (e.g., a jewelry item, a garment, ahat, a ring, an anklet, a bracelet, a tattoo) to be virtually tried-on on other virtualobjects (e.g., a human, a mannequin, a body part, a showcase model, a head, a nose, anarm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, a garment, ashoe).

[0083] FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure. In particular, the UI(e.g., a design studio UI) includes a set of user input elements (e.g., a button, an image,a link), a virtual try-on window (e.g., a pane, a tile, an area), and a virtual item window(e.g., a pane, a tile, an area). The set of user input elements includes a set of skin tonecontrols 1, a set of zoom controls 2, a view all control 5, a social media sharingcontrols 6, a set of earring selectors 7, and a set of auxiliary controls 8. The virtual tryon window presents a virtual ear 3 and a picture-within-picture (PIP) window 4 lateralor below the virtual ear 3 (although the PIP window 4 can be positioned external to thevirtual try-on window above or below or lateral to the virtual ear 3). Note that thevirtual ear 3 is frontally presented within the virtual try-on window. The virtual try-onwindow, the virtual item window, and the set of user input elements collectivelyenable a virtual try-on on the virtual ear 3 (or another body part) within the virtual tryon window of a virtual earring (or another virtual item) selected or customized withinthe virtual item window via the set of user input elements.

[0084] The virtual try-on window and the virtual item window are positionedside-by-side adjacent to each other. However, note that this positioning can vary andthe virtual try-on window and the virtual item window can be positioned above orbelow or diagonal to each other. For example, the UI can be programmed to enable auser to rearrange (e.g., move) the virtual try-on window and the virtual item windowwithin the UI. Likewise, the virtual try-on window and the virtual item window can bea single window.

[0085] The set of skin tone controls 1 (e.g., a set of buttons, a set of images, a setof links) selects a virtual skin tone on the virtual ear 3 frontally presented within thevirtual try-on window, where such action occurs responsive to the user selecting aspecific skin tone control 1. The set of skin tone controls 1 is external to the virtual try30 on window and side-by-side therewith, although this positioning can vary (e.g.,internal to the virtual try-on window or above or below or diagonal to the virtual try-onwindow). The virtual try-on window is positioned between the set of skin tone controls1 and the virtual item window, although this positioning can vary (e.g., the set of skintone controls 1 is positioned between the virtual try-on window and the virtual itemwindow or the virtual item window is positioned between the set of skin tone controls1 and the virtual try-on window). Note that the set of skin tone controls 1 can beomitted.

[0086] The set of zoom controls 2 (e.g., a set of buttons, a set of images, a set oflinks) enables the virtual ear 3 to be zoomed in or out within the virtual try-on window,while the virtual ear 3 is frontally presented within the virtual try-on window, wheresuch action occurs responsive to the user selecting a specific zoom control 2 (e.g., aplus button, a minus button). Note that during such zooming the virtual earring can besimultaneously zoomed as well, which may be while maintaining proportions or scaleto the virtual ear 3 or relative to the virtual ear 3. The set of zoom controls 2 ispositioned internal to the virtual try-on window below the virtual ear 3, but can bepositioned external to the virtual try-on window or above or diagonal or lateral to thevirtual ear 3. Note that the set of zoom controls 2 can be omitted.

[0087] While the virtual try-on window frontally presents the virtual ear 3 (left asshown), the PIP window 4 frontally presents an opposite virtual ear (right as shown).The PIP window 4 is selectable (e.g., can be activated, clicked, touched) such that thevirtual 3 switches with the opposite virtual ear such that the virtual try-on windowfrontally presents the virtual ear 3 (right as would be shown) and the PIP window 4frontally presents the opposite virtual ear (left as would be shown). Note that thevirtual earring shown virtually tried-on the virtual ear 3 (left as shown) within thevirtual try-on window would be responsively placed in a same location on the oppositevirtual ear (right as shown) when the virtual 3 switches with the opposite virtual earsuch that the virtual try-on window frontally presents the virtual ear 3 (right as wouldbe shown) and the PIP window 4 frontally presents the opposite virtual ear (left aswould be shown). Note that the PIP window 4 can omitted. However, if suchfunctionality is still desired, then both virtual ears can be simultaneously shown withinthe virtual try-on window and virtually trying-on the virtual earring can besimultaneously placed on both virtual ears or there maybe virtual try-on windowdedicated to a specific ear. As such, virtually trying-on the virtual earring on onevirtual ear 3 may or may not be virtually tried-on the opposite virtual ear.

[0088] The view all control 5 (e.g., a buttons, an image) enables simultaneouspresentation of the virtual ear 3 and the opposite virtual ear. Such simultaneouspresentation can be within the virtual try-on window or within virtual try-on windowsdedicated to each virtual ear. For example, the virtual item window may be positionedbetween such virtual try-on windows, whether side-by-side, above, below, or diagonalto each other, or one of the virtual try-on windows may be positioned between theother virtual try-on window and the virtual item window, whether side-by-side, above,below, or diagonal to each other. There may be a user control element (e.g., a button,an image) to reverse this view all functionality to reversibly present the UI, as shownin FIG. 1.

[0089] The social media sharing controls 6 (e.g., a set of buttons, a set of images,a set of links) enables the user to share an appearance or a link to an appearance of thevirtual earring being virtually tried-on the virtual ear 3 on a social media network (e.g.,Facebook, Instagram). Such sharing can include a post with an image or a screenshotof the virtual earring being virtually tried-on the virtual ear 3. The post may includesome preset or default or user customizable text for the virtual earring being virtuallytried-on the virtual ear 3. The social media sharing controls 6 is presented lateral tothe virtual try-on window and below the virtual item window. However, suchpresentation can vary. For example, the social media sharing controls 6 can be omittedor presented above or below or diagonal to the virtual try-on window or the virtualitem window.

[0090] The set of earring selectors 7 (e.g., an image, a graphic, an icon, a tile, atext box, a dropdown menu) is presented within the virtual item window for selectionby the user to virtually try-on the virtual ear 3 frontally presented within the virtual try25 on window. The set of earring selectors 7 is presented a grid arranged by rows andcolumns, but this form of presentation can vary (e.g., a carousel, a list). The set ofearring selectors 7 can be customizable by various controls (e.g., dropdown menus,dials) presented below the virtual item window (although these can be omitted). Forexample, these controls can populate, which can be dynamic or in real-time, the set ofearring selectors 7 presented within the virtual item window. For example, uponselection of a right ear dropdown menu, the set of earring selectors 7 can beresponsively and dynamically increased or decreased in number based on what earringselectors 7 correspond to the right ear drop down menu.

[0091] The set of earring selectors 7 is sourced from a catalog of virtual items(e.g., a database, a relational database, an in-memory database) that can be virtuallytried-on the virtual ear 3. The catalog of virtual items can be hosted remote from theuser or local to the user. For example, the user may operate an application (e.g., abrowser, a mobile app, a dedicated application) running on a computing device (e.g., adesktop, a laptop, a smartphone, a tablet) and access the UI hosted on a server remotefrom the computing device. At that time, the server creates a current copy of thecatalog of virtual items and then sends the copy to be downloaded into the applicationoperated by the user. As such, the user may virtually try-on the virtual earring on thevirtual ear 3 seamlessly, responsively, and realistically because the application hasaccess to the copy, whether the copy is stored locally internal or external to theapplication. The copy may be periodically deleted by the application or have anexpiration date recognizable by the application or be periodically updateable (e.g.,based on differencing) by the application, whether via data push or pull techniques.

[0092] The set of auxiliary controls 8 (e.g., an image, a graphic, an icon, a tile, atext box, a dropdown menu) is presented lateral to the virtual try-on window. The setof auxiliary controls 8 enable the user to access various auxiliary functions. Thesefunctions can include (a) help for a virtual try-on (e.g., opens or links to a help page orfile), (b) save a virtual try-on as presented within the virtual try-on window for remoteaccessing or customizing later, (c) download a virtual try-on as presented within thevirtual try-on window in a file format (e.g., a PDF file, a JPEG file), or other auxiliaryfunctions, as needed. Note that the set of auxiliary controls 8 can be less or more thanshown or the set of auxiliary controls 8 can be omitted.

[0093] The UI can be presented via or on various form factors. For example, theUI can be presented in a browser running on a client in network communication with aserver remote from the client, where the user virtually trying-on the virtual earring isoperating the client. For example, the UI can be presented in a mobile app (e.g., adedicated e-commerce app, a browser app) running on a client in networkcommunication with a server remote from the client, where the user virtually trying-onthe virtual earring is operating or physically present before the client. For example, theUI can be presented in an operating system running on a client in networkcommunication with a server remote from the client, where the user virtually trying-onthe virtual earring is operating or physically present before the client. For example, theUI can be presented in an application (e.g., a dedicated application, a browserapplication) running on a computing device (e.g., a desktop, a laptop, a smartphone, atablet, a wearable, a smart mirror), where the user virtually trying-on the virtual earringis operating or physically present before the computing device. For example, the UIcan be presented in an operating system running on a computing device (e.g., adesktop, a laptop, a smartphone, a tablet, a wearable, a smart mirror), where the uservirtually trying-on the virtual earring is operating the computing device or physicallypresent before the client.

[0094] FIG. 2 shows an embodiment of a flowchart accessing the UI of FIG. 1according to various principles of this disclosure. In particular, the UI is designed towork independently or in operative integration with the catalog of items that can bevirtually tried-on the virtual ear 3 or an e-commerce platform of choice. As per theflowchart, when the UI embodied in a web application accessible via a browser, theuser may employ the browser to (a) visit www.mariatash.com (or another URL), (b)browse through the catalog of items at www.mariatash.com (or another URL), (c)navigate to an item page (e.g., a jewelry item page, an earring page, a necklace page)to see more details on www.mariatash.com (or another URL), (d) navigate on the itempage to see a hyperlink to virtually try-on that jewelry item using the UI (although inpage virtual try-on is possible), (d) activate the hyperlink, and (e) present the UIprogrammed to enable virtually trying-on the virtual earring corresponding to the itempage. The UI is presented within the browser with the item chosen by the user with achoice to pick any other items to virtually try on from the catalog of items.Alternatively, the user can employ the browser, access a webpage (e.g., a third partywebpage) presenting a hyperlink to the UI, and activate the hyperlink to present the UI,where the UI can decide what item to virtually try-on on a preset or selected body part.For example, this modality can occur from a top web navigation header or through apromotional link. At that point, the UI does not appear in a default location in thevirtual ear as if the user had arrived through an ear category page, as discussed above.If the end user finds the item page from a search result page (e.g., Google search resultpage), then appearance of the UI can be same as if the user had navigated to the UI viaa not product detail page (PDP) link. But that item appearing in or linked from searchresults should appear as a first choice of the item to select to virtually try-on the virtualear. Note that the UI can be presented with no preloaded items virtually tried-on on thevirtual ear or with a choice to pick any items listed in the catalog of items to virtuallytry-on or presented as the set of earring selectors 7 within the virtual item window.

[0095] FIG. 3 shows an embodiment of a computing architecture forimplementing the UI of FIG. 1 according to various principles of this disclosure. Inparticular, the UI is enabled via or executes its algorithms on both client (e.g., abrowser) and server (e.g., a cloud server connected to internet) environments.Separation of the algorithms may be done to improve at least some speed of userinteraction or improve updating the catalog of items. In general, some, many, most, orall interactions that are related to user responses are delivered within the browserenvironment (or another application), while tasks (e.g., image manipulation, creatingnew images) are executed on the server. This is also done with the consideration oflimitations of individual technologies as well as maintaining various compatibility withmultiple platforms, screen sizes, viewports, and browsers. Some programmingtechnologies that can utilized for the UI can include HTML / DHTML, JavaScript, PHP,MYSQL, Python, OpenCV, or others. Note that FIG. 3 shows the computingarchitecture diagram for a hosting and execution environment.

[0096] The computing architecture can include a network, a server, and a client.The server and the client are communication (e.g., wired, wireless, waveguide) witheach other over the network.

[0097] The network includes a plurality of computing nodes interconnected via aplurality of communication channels, which allow for sharing of resources,applications, services, files, streams, records, information, or others. The network canoperate via a network protocol, such as an Ethernet protocol, a Transmission ControlProtocol (TCP) / Internet Protocol (IP), or others. The network can have any scale, suchas a personal area network (PAN), a local area network (LAN), a home area network, astorage area network (SAN), a campus area network, a backbone network, ametropolitan area network, a wide area network (WAN), an enterprise private network,a virtual private network (VPN), a virtual network, a satellite network, a computercloud network, an internetwork, a cellular network, or others. The network can includean intranet, an extranet, or others. The network can include Internet. The network caninclude other networks or allow for communication with other networks, whether subnetworks or distinct networks.

[0098] The server can include a web server, an application server, a databaseserver, a virtual server, a physical server, or others. For example, the server can beincluded within a computing platform (e.g., Amazon Web Services, Microsoft Azure,Google Cloud, IBM cloud) having a cloud computing environment defined via aplurality of servers including the server, where the servers operate in concert, such asvia a cluster of servers, a grid of servers, a group of servers, or others, to perform acomputing task, such as reading data, writing data, deleting data, collecting data,sorting data, or others. For example, the server or the servers including the server 104can be configured for parallel processing (e.g., multicore processors). The computingplatform can include a mainframe, a supercomputer, or others. The servers can behoused in a data center, a server farm or others. The computing platform can provide aplurality of computing services on-demand, such as an infrastructure as a service(IaaS), a platform as a service (PaaS), a packaged software as a service (SaaS), orothers. For example, the computing platform can providing computing services from aplurality of data centers spread across a plurality of availability zones (AZs) in variousglobal regions, where an AZ is a location that contains a plurality of data centers,while a region is a collection of AZs in a geographic proximity connected by a lowlatency network link. For example, the computing platform can enable a launch of aplurality of virtual machines (VMs) and replicate data in different AZs to achieve ahighly reliable infrastructure that is resistant to failures of individual servers or anentire data center.

[0099] The client includes a logic that is in communication with the server overthe network. When the logic is hardware-based, then the client can include a desktop, alaptop, a tablet, or others. For example, when the logic is hardware-based, then theclient can include an input device, such as a cursor device, a hardware or virtualkeyboard, or others. Likewise, when the logic is hardware-based, then the client caninclude an output device, such as a display, a speaker, or others. Note that the inputdevice and the output device can be embodied in one unit (e.g., touchscreen). Whenthe logic is software-based, then the client can include a software application, abrowser, a software module, an executable or data file, a mobile app, or others.Regardless of how the logic is implemented, the logic enables the client tocommunicate with the server, such as to request or to receive a resource / service fromthe computing platform via a common framework, such as a hypertext transferprotocol (HTTP), a HTTP secure (HTTPS) protocol, a file transfer protocol (FTP), orothers.

[00100] Note that this disclosure describes some function in context of some opensource libraries. These libraries, their use, utility and purpose are loosely coupled withthe algorithms and methods described herein and can therefore be completely replacedor supplemented with any other suitable open source or commercially licensedpackages. For example, OpenCV can run on the server and JQuery runs in the browser.For example, OpenCV can run on the server and serves to generate various gray scalemodels of colored images and outlines of model ear and jewelry. As such, OpenCVcan be replaced or supplemented with Google Cloud Vision API, Microsoft ComputerVision, SimpleCV, or other suitable libraries. Likewise, JQuery runs in the browserand helps in better understanding the web page structure and placement of elements,their sizes in the web browser, and other related data. As such, JQuery can be replacedor supplemented with multiple other libraries or even using self-developed functions(if the need arises) to showcase the user interface on multiple devices / screenresolutions and sizes. For example, JQuery can be replaced or supplemented withUmbrellaJS (https: / / umbrellajs.com), MooTools (https: / / mootools.net), Sancha JS(https: / / sencha.com), or other suitable libraries.

[00101] FIG. 4 shows the UI of FIG. 1 where the virtual earring has been drag-and25 dropped for virtual try-on according to various principles of this disclosure. Inparticular, the UI is programmed to enable the virtual earring to be selected by the userin the virtual item window (first user selection), dragged from the virtual item windowto the virtual try-on window, and dropped over the virtual ear 3 frontally presentedwithin the virtual try-on window (second user selection) at a virtual location of thevirtual ear 3. If where the virtual earring is dropped over the virtual ear 3 at the virtuallocation is programmed to be suitable for such virtual try-on, then the virtual earring isvirtually tried-on the virtual ear frontally presented within the virtual try-on window.

[00102] This drag-and-drop functionality can be enabled in various ways. Forexample, this drag-and-drop functionality can be enabled from an open source libraryJQuery with its "draggable" and "droppable" functionalities. Further, when the UI isloaded in the browser (or another application), the UI preloads various iteminformation of the item selected by the user to be virtually tried-on (e.g., from a serverremote from the browser). This item information can include product images, variants,pricing information and all other related data that is needed to make a successfulpurchase by the user if the user decides to purchase the item via or from the UI. Theserver or the client can also request other items that are set by the administrator in theadministrator console or panel using various "administrative settings" and / or apredefined list of items or items in a specific category defined in the administratorconsole or panel. The administrator panel may have different access settings to the UI(or any of its components) from the user.

[00103] The drag-and-drop functionality is not required for the UI and other formsof user selection for virtual try-on are possible within the UI. For example, the UI maypresent a popup, a webpage, a screen, a menu, a prompt, a form, a reflexivequestionnaire, a hyperlink, a button, a radio button, a knob, a dial, a wheel, a dropdownmenu, a wizard, or other forms of user input that the user can activate, select, operate,navigate, or interface with in order to select the virtual earring and the virtual locationon the virtual ear frontally presented within the UI, whether such selection occurs inone action or multiple actions, whether on a per virtual earring basis, per virtuallocation basis, or collectively for the virtual earring and the virtual location. Forexample, the user can select the virtual earring presented in the virtual item windowand then select the virtual location on the virtual ear in the virtual try-on window orvice versa to enable the virtual try-on of the virtual earring on the virtual ear in thevirtual try-on window. Note that such user selection is not limited to a cursor device(e.g., a mouse, a touchpad, a trackpad) or a keyboard (e.g., a physical keyboard, avirtual keyboard). Resultantly, such user selection can occur via a microphone (e.g., avoice command, an intelligent virtual assistant, Apple Siri), a camera (e.g., an opticalcamera, a thermal camera, a depth camera), or any other suitable sensor (e.g., a radar, adistance sensor, a proximity sensor, a motion sensor, a LIDAR, a sonar, an ultrasonicsensor). For example, such user selection may occur via various touchless handgestures or touchless finger tracking, whether can be tracked via the camera or anyother suitable sensor.

[00104] FIG. 5 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions according to various principles of this disclosure. Inparticular, the virtual try-on of the virtual earring on the virtual ear can be enabled invarious ways. For example, the virtual try-on can be enabled via the virtual ear beingdependent on an ear architecture where, pictorially, the virtual ear is frontallyrepresented as "a country" segmented by a set of virtual anatomical regions ("a set ofstates") each further segmented by a set of virtual zones ("a set of counties").

[00105] As shown in FIGS. 5 and 7, the set of virtual anatomical regions is notidentical to each other in shape and size. As such, the set of virtual anatomical regionsis not identical to each other in perimeter and area. However, this configuration is notrequired. For example, the set of virtual anatomical regions can be identical to eachother in shape or size. As such, the set of virtual anatomical regions can be identical toeach other in perimeter or area.

[00106] The set of virtual anatomical regions can include a virtual earlobe, a virtualhelix, and others. Each virtual anatomical region selected from the set of virtualanatomical regions is further segmented into the set of virtual zones that are polygonal(e.g., square, rectangular, honeycomb, triangular) boxes that may or may not bordereach other at least within that respective virtual anatomical region from at least oneside, as frontally presented. The set of virtual anatomic regions may or may not bordereach other, as frontally presented.

[00107] Each virtual anatomic region selected from the set of virtual anatomicalregions has a certain number of virtual zones which may or may not border each otherfrom at least one side, as frontally presented. These virtual zones contain or arelogically associated with information about how far or spaced apart from to the virtualanatomical edge / physical border of the ear that respective virtual zone is, whichphotographic / rendered angle of the virtual item (e.g., a ring or a stud) applies to thatrespective virtual zone, and applies to an entire area of that respective virtual zone.

[00108] When the virtual ear is segmented by the set of virtual anatomical regionseach further segmented into the set of virtual zones that are polygonal to each other, asfrontally presented, the virtual ear forms an ear canvas or map based on which thevirtual earring can be virtually tried-on the virtual ear, especially in a manner morerealistic than currently known approaches to providing such functionality without suchcanvas or map. The ear canvas or map is not visible to the user during the virtual tryon, although the ear canvas or map may be configured to be visible to the user duringthe virtual try-on. The ear canvas or map is presented over the virtual ear. The earcanvas or map is visible to the administrator operating the administrator console orpanel whether or not during the virtual try-on, although the ear canvas or map may beconfigured to be not visible to the administrator operating the administrator console orpanel whether or not during the virtual try-on. Note that when the UI is employed forvirtual try-on on other virtual objects, then similar canvas or map can be created oredited accordingly. For example, such canvas or map can be formed for other virtualobjects (e.g., a human, a mannequin, a showcase model, a body part, a head, a nose, aneck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, agarment, a shoe).

[00109] As explained above, the virtual ear is segmented into the set of virtualanatomical regions (e.g., a virtual earlobe, a virtual helix, a virtual tragus) and everysuch virtual anatomic region is further segmented into the set of virtual zones, asfrontally presented. In order to enable the virtual try-on of the virtual earring on thevirtual ear, a respective virtual earring (e.g., a database record, a file, an image, a datastructure) has a guideline or rule (due to its size and nature) corresponding to whichvirtual anatomical region of the virtual ear the respective virtual earring can be placedon based on which the administrator of the UI configures possible virtual anatomicalregions for the items, while adding the items to the catalog of items for presentationvia the UI via the administrator console or panel. Based on various dimensions (e.g.,height, length, width) of the virtual earring, as preprogrammed by the administrator viathe administrator console or panel, the UI determines which "virtual pierceable areas"would accommodate the virtual earring. The UI is enabled to understand how much thevirtual earring can rotate before placement over or within the virtual anatomic regionor one of its virtual zones ("hotspot") by the user. While the virtual earring is beingdragged or dropped on the virtual ear, as frontally presented within the virtual try-onwindow, the UI is programmed to highlight various virtual anatomical regions that thevirtual earring can be placed on while the virtual ear is frontally presented within thevirtual try-on window. If the user decides to drop the virtual earring outside the set ofvirtual anatomical zones or the set of virtual zones (prescribed areas), then the UIenables or employs a magnet algorithm to find a nearest applicable place for the virtualearring, as frontally presented within the virtual try-on window. This region awarenessis created or modified by various settings in the administrator console or panel by theadministrator. The UI is programmed to understand various topology of the set ofvirtual anatomical regions and the sets of virtual zones and appears to place or virtuallytry-on the virtual earring on an appropriate rotational angle on the virtual earaccordingly, as frontally presented within the virtual try-on window. This appearancecreates a realistic rendering of how the virtual earring is virtually worn in differentparts of the virtual ear, as would be in real world.

[00110] The ear canvas or map, may be formed or edited in many ways. Forexample, there may be an image of a model ear, as frontally presented, split orsegmented in multiple parts according to a respective virtual anatomical region andloaded as such into an application (e.g., a browser). The UI loads various data relatedto region applicability of the virtual earring while loading various item information, asexplained above, which makes the UI aware of each item's applicable regions withinthe ear canvas or map. Then, a combination of DHTML layers and scripts (e.g.,JavaScript) use a position of a cursor (e.g., a mouse, a trackpad, a touchpad, a stylus, afinger) to highlight various applicable regions for the virtual earring. Note that FIG. 5shows the virtual ear being split or segmented into several virtual anatomical regions, avirtual earlobe anatomical region, and a virtual helix anatomical region, each asfrontally presented.

[00111] FIG. 6 shows an embodiment of a virtual ear segmented into a set ofvirtual zones according to various principles of this disclosure. As explained above,each virtual anatomical region is further segmented into the set of virtual zones. Asshown in FIG. 6, a single zone is a rectangular (but can be square or polygonal ortriangular or non-rectangular) area where the virtual ear can be virtually pierced inorder to virtually insert the virtual earring in the virtual ear or virtually try-on thevirtual earring on the virtual ear, as frontally presented. Each such zone is mapped to avirtual anatomical region. If the item can be placed in or over or virtually tried-on at avirtual anatomical region, then the item can be placed (e.g., dragged over) on any of itsassigned zones. For simplification, the set of virtual zones are sub-parts of each virtualanatomical region, as frontally presented.

[00112] For example, there may be a total of 919 zones (although more or less ispossible as needed for more or less granularity). Further distribution of virtual zones tovirtual anatomical regions can be: tragus virtual anatomical region = 1 - 33 virtual zonenumber, earhead virtual anatomical region = 34 - 77 virtual zone number, helix virtualanatomical region = 78 - 186 virtual zone number, rook virtual anatomical region =187 - 387 virtual zone number, Tash Rook virtual anatomical region = 388 - 417virtual zone number, contra conch virtual anatomical region = 418 - 483 virtual zonenumber, earlobe virtual anatomical region = 484 - 723 virtual zone number, anti-tragusvirtual anatomical region = 724 - 782 virtual zone number, conch virtual anatomicalregion = 783 - 915 virtual zone number, and daith virtual anatomical region = 916 -919 virtual zone number. Note that this is illustrative and there can be more or lessvirtual zones, depending on granularity desired.

[00113] In terms of virtual size, each virtual zone selected from the set of virtualzones are about 1 millimeter per side, as suitably scaled, or in area or perimeter (butcan be greater or lesser). Although each virtual zone selected from the set of virtualzones can be identical in size and shape to each other, as frontally presented, this is notrequired and various virtual zones selected from the set of virtual zones can beidentical and non-identical to each other in shape or size, as frontally presented. Eachvirtual zone selected from the set of virtual zones is mapped to a product angle, whichmeans whenever any item is placed on or in or virtually tried-on at this virtual zone, asfrontally presented, the UI is programmed to cause the item to appear to rotate tovirtual zone angle realistically suitable for that virtual zone. The item can be placed"anywhere" in a respective virtual zone, eventually which means that an ear can bepierced anywhere within an area enclosed within that virtual zone. If the item isdropped out of a respective pierceable area, then a magnetic effect is applied to causethe item to attract or snap to a nearest realistically suitable zone (e.g., based onsmallest pixel distance thereto). The set of virtual zones is not visible to the user (butcan be). The set of virtual zones is predefined in the UI, as set or programmed withinthe administrator console or panel by the administrator, and preloads with variousspecified regions. Note that various HTML, CSS, and JavaScript technologies may becombined to enable placement of the item in appropriate virtual zones.

[00114] FIG. 7 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions and a set of virtual zones within the set of anatomicalregions according to various principles of this disclosure. Note that each colored areacorresponds to a different virtual anatomical region of the virtual ear, where eachvirtual anatomical region is further segmented into the set of virtual zones, asdescribed above.

[00115] FIG. 8 shows an embodiment of a virtual earring appearing as beingrotated in an XZ plane according to various principles of this disclosure. FIG. 9 showsan embodiment of a virtual plane for rotation of an earring according to variousprinciples of this disclosure. In particular, the UI is programmed such that the virtualearring appears to change in rotational angle within the UI (e.g., during or after a dragand-drop operation or a user selection) depending on where the virtual location forvirtual try-on is located on the virtual ear within the UI. This may be enabled invarious ways. For example, each virtual zone, as explained above, may correspond to aspecific rotational angle (e.g., on an X-Y-Z plane) of the virtual earring, depending onthe virtual earring selected by the user (first user selection). Each virtual earring mayhave various images associated therewith. These images depict that virtual earringfrom various different rotational angles. Each virtual zone may be associated with adifferent image for the virtual earring selected to be virtually tried-on. Therefore, whenthe user selects the virtual earring to be virtually tried-on at the virtual location of thevirtual ear, the UI identifies a respective virtual anatomic region containing the virtuallocation, a respective virtual zone within the respective virtual anatomic regioncontaining the virtual location, identifies a corresponding image for the respectivevirtual zone, and presents the corresponding image of the virtual earring selected forthat virtual try-on, as explained above. Since each virtual zone corresponds to aspecific image with a specific rotational angle for the virtual earring selected for thatvirtual try-on, the virtual earring is thereby enabled to orientationally appropriatepresent itself in a manner more realistic that currently known approaches to providingsuch functionality. Therefore, various rotation angles specified by various allocatedvirtual zone are used to rotate the virtual earring, as selected for virtual try-on. Forexample, based on the virtual earring shown in FIG. 8 and the virtual plane shown inFIG. 9, a rotational angle in the XZ plane of -12deg, -6deg, 0deg, +6deg & +12deg canbe used for virtual studs, while a rotational angle in the XZ plane of -24deg, -18deg,+18deg & +24deg can be used for virtual rings. Note that these angles are illustrativeand can be modified as needed based on virtual earring type, morphology, and otherparameters.

[00116] FIG. 10 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a stud according to variousprinciples of this disclosure. Note that there are various photographic angles for thevirtual earring with the stud. As shown in FIG. 10, green rectangles use 0deg studs inthe XZ plane, blue rectangles use 6deg studs XZ plane, and black rectangles use 12degstuds in the XZ plane. Therefore, FIG. 10 shows various zone-to-item rotation anglesmapping for the virtual earring with the stud.

[00117] FIG. 11 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a ring according to variousprinciples of this disclosure. Note that there are various photographic angles for thevirtual earring with the ring. As shown in FIG. 11, blue rectangles use 18deg rings inthe XZ plane and black rectangles use 24deg rings in the XZ plane. Therefore, FIG. 11shows various zone-to-item rotation angles mapping for the virtual earring with thering.

[00118] FIG. 12 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a daith ring according tovarious principles of this disclosure. Note that there are various photographic anglesfor the virtual earring with the daith ring. As shown in FIG. 12, there may be a daithring rotation angle +6deg. Therefore, FIG. 12 shows various zone-to-item rotationangles mapping for the virtual earring with the daith ring.

[00119] FIG. 13 shows an embodiment of a virtual earring with a set of rotationalangles that are different from each other according to various principles of thisdisclosure. In particular, the virtual earring shown on left has a sample virtual try-on inthe virtual helix anatomical region at a rotational angle of 0deg. The virtual earringshown on right has a sample virtual try-on in the virtual tragus anatomical region at arotational angle of 12deg. The UI may apply rotational angle in various ways. Forexample, there may be a logic having a pseudocode:Procedure applyRotation():1. hotspot <- The current hotspot where the item is placed (e.g. user dragand dropped, user clicked or otherwise selected)2. productType <- get the type of current item placed (e.g. type data relatedto data record of item being currently viewed)3. angle := hotspot.getRotationAngleFor (productType based on hotspot)4. newProductImage<- Get the product image for angle5. update_product_image (newProductImage)6. return

[00120] FIG. 14 shows an embodiment of a section of a UI programmed formapping a virtual earring to an anatomic region selected from the set of anatomicalregions of FIGS. 5-7 according to various principles of this disclosure. In particular,the UI may employ a magnetic effect. FIG. 15 shows an embodiment of a flowchartfor enabling a magnetic effect according to various principles of this disclosure. Inparticular, the virtual ear is mapped with the virtual anatomical regions to specifywhere a specific virtual earring can be virtually positioned / placed or otherwisevirtually tried-on. These virtual anatomical regions are preconfigured in theadministrator console or panel and then applied to each individual virtual earring basedon the virtual location / position that virtual earring can be worn at. The UI, as part of itsloading process, preloads this information along with various virtual earring data.Some virtual anatomical regions on the virtual ear can be highlighted as the user dragsand tries to place the virtual earring on the virtual ear. If the user places or attempts tovirtually try-on the virtual earring on the virtual ear, but not exactly on a particularvirtual zone, as described above, then the virtual earring is automatically moved to anearest virtual zone, i.e., those virtual zones virtually attract the virtual earrings theretoand thereby enabling the magnetic effect. The nearest virtual zone can be based on arectilinear pixel distance between where the user places the virtual earring and aborder, whether inner or outer, or the central point or the non-central point of thenearest virtual zone. Having the virtual earring positioned over or on the virtual zoneenables or helps the UI to know its exact current image zone location and relativeposition to different parts of the virtual ear (which can be equally important andutilized in multiple other computations as listed in subsequent sections).

[00121] As shown in FIG. 15, the ear map or canvas used to place the virtualearring is location-sensitive. As soon as or responsive to the virtual earring entering theear map or canvas area over the virtual ear (in background), the UI starts trackingwhere the virtual earring is located over the ear map or canvas over the virtual ear. Asthe drop (or positioning) event is identified, the UI accesses a list of pre-defined virtualzones, as explained above, and runs various real-time calculations to identify thenearest virtual zone, which can be based on the rectilinear pixel distance betweenwhere the user places or drops (or positions) the virtual earring and the border, whetherinner or outer, or the central point or the non-central point of the nearest virtual zone.The virtual earring is then moved to place on the hotspot by adjusting the dropcoordinates, which can be with an animation effect of movement. This magneticfunctionality may be written using JavaScript or may run in a browser environment,although other languages or environment can be used as well. The UI may apply themagnetic effect in various ways. For example, there may be a logic having apseudocode:Procedure getNearestPossibleHotspot():1. x,y <- The current coordinate where the item is dropped (or positioned). Forexample, the current coordinate can include a virtual zone identifier or an X-Ycoordinate.2. nearestZone <- Initialize first virtual zone3. nearestDistance <- Assign distance between first virtual zone and x,ycoordinates4. for each zone dozoneX, zoneY <- The coordinate of zoneif (x,y) lies with zone doa. return currentZoneend ifEquationif distance < nearestDistance dob. nearestZone <- Current virtual zonec. nearestDistance <- distanceend if5. end for6. return nearest Zone

[00122] FIG. 16 shows an embodiment of a virtual ear segmented into a set oflayers according to various principles of this disclosure. FIG. 17 shows an embodimentof a set of layers of a virtual ear according to various principles of this disclosure. FIG.18 shows an embodiment of a virtual ear without a tucking effect and with a tuckingeffect during a virtual try-on according to various principles of this disclosure. Inparticular, the virtual ear includes a set of depth areas where the item can be positioned(e.g., dropped). As such, the UI may be programmed to appear as if a portion of theitem in these depth areas is dynamically hidden or dynamically unhidden. The UI isprogrammed to make positioning of the item appear more realistic by knowing whichdepth portions and how much of the item can appear to be dynamically hidden underuneven pockets of the virtual ear and hides those portions of the item via the depthportions as the user virtually tries find a desired placement for a desired look of theitem being virtually tried-on. As the item is moved (e.g., positioned, repositioned,dragged-and-dropped) to other portions of the virtual ear, which may not benecessarily hiding any parts of the item, then the UI adjusts the desired lookaccordingly.

[00123] The UI can be programmed to dynamically hide and dynamically unhidethe portion of the virtual earring in various ways. For example, to map the set of depthareas, the virtual ear, as shown in FIG. 16, is cropped in multiple regions of variousdepths. There are various regions (e.g., 2, 3, 4, 5, 6, 7, 8, 9, 10 or more) in which thevirtual ear is segmented, as shown in FIG. 17. These regions are different layers thatare used to achieve such functionality. Each of these layers is set with an opacity tohide various objects underneath or overlaid in certain areas. Layers also havepredefined boundaries that limit at least some movement of the objects, which offers atleast some feel of the item being pocketed in certain parts of the virtual ear.

[00124] The item may be overlaid over or tucked into the set of depth areas of thevirtual ear. As shown in FIG. 17, an image depicting the virtual ear into differentlayers so that the item can get sandwiched between these layers. As shown in FIG. 18,the virtual earring shown right left is presented without a tucking effect into any depthareas of the virtual ear, whereas the virtual earring shown on right is presented with thetucking effect into at least one of depth area of the virtual ear. The UI may applydynamic tucking and dynamic untuckng angle in various ways. For example, theremay be a logic having a pseudocode:Initialize:tuckingBoundaries <-Initalize the boundaries for all tucking areas in the virtualear with x,y coordinates.Procedure performProductTucking():1. productBoundaries <- Get the item boundaries after the item is dropped orpositioned on the virtual ear2. appliedLayer <- Get the current layer from the allocated virtual zone3. if productBoundaries crossed tuckingBoundaries doi. revert to previous position4. elseii. sandwich the item in layers using z-index5. end if6. return

[00125] FIG. 19 shows an embodiment of a virtual gravity effect being applied to avirtual earring virtually tried-on a virtual ear according to various principles of thisdisclosure. The UI is programmed to enable the gravity effect for the virtual earring.The gravity effect occurs when item virtually falls down due to its perceived virtualweight. For example, when the virtual earring includes a ring placed or positioned onthe virtual ear, the ring falls down to provide more realism. The ring virtually fallsdown only when there is space available between an outer edge of the virtual ear andan outer edge of the ring. This fall occurs only to a level until the ring virtually touchesor contacts the virtual ear (e.g., virtual skin).

[00126] The gravity effect may be implemented in various ways. For example,when the ring is virtually placed or positioned onto the virtual ear, the ring startscompletely horizontally and then starts virtually falling down (e.g., pivoting, rotating)until the ring virtually touches or contacts the virtual ear. The gravity effect may bedeveloped in JavaScript. As shown in FIG. 19, the virtual earring shown on left isvirtually tried-on with the gravity effect, in contrast with the virtual earring shown onright, which is virtually tried-on without the gravity effect. The UI may apply thegravity effect in various ways. For example, there may be a logic having a pseudocode:Initialize:earBoundary <-Initalize the boundary of the virtual ear with x,y coordinates.Procedure applyGravity():1. ringBottomPoint <-Get the bottom point of ring from where material starts2. piercingPoint <-Get the point where the virtual ear is pierced to put ring3. gravityAngle := NULL4. while gravityAngle is NULL doa. spin ringBottomPoint towards outer ear boundaryb. if ringBottomPoint crossed earBoundary doi. gravityAngle := spinAngleii. exit while loopc. end if5. end while6. Spin the ring by gravityAngle7. return

[00127] FIG. 20 shows an embodiment of a size of a virtual ear for proportionaccording to various principles of this disclosure. FIG. 21 shows an embodiment of aflowchart for resizing an image of an ear for subsequent use according to variousprinciples of this disclosure. In some embodiments, since the virtual ear is an image,the virtual ear may not properly reflect an actual size of a real ear, just like the item tobe virtually tried-on. As the size of the image (e.g., a photo) is not proportioned to anactual size of the real ear, various techniques can be performed to pre-process theimage to the actual size. The size of the virtual ear can stay fixed in millimeter (eventhough in zoom and pan functions the size increases in the proportionate size). Foraccurate sizing, the actual ear depicted in the image is considered for proportion. Thesize of the ear is specified as 57.5mm in height (although this sizing can vary). There isno specific need of knowing the width. Any one from height / width is enough, sincethis is desired to have an idea about dimension conversion ratio from millimeter topixels. At the most zoomed out level, the respective proportion of ear in pixels can be218px. i.e. about 1mm is equal to 218 / 57.5 P-1 3.8px (although this can vary). Theremay be a total 16 zoom stages (although this can vary). These stages range from level1 to level 2.5 with a zooming rate of 0.1 i.e. 10% each mode. The default zoom level is1.8 when the UI is loaded first (although this level can vary). In the administratorconsole or panel, there is a form or a user input element to offer the administrator toinput the item's dimensions height or width in millimeters (mm). This measurement ofabout 1mm P-1 3.8px at zoom level 1 is used to scale the item proportionally intopixels. The formula used to determine the item scale is:Equation

[00128] As explained, in some embodiments, the lowest zoom level can be 1 andhighest is 2.5 (although these levels can vary as needed). Each zoom is incremented by0.1 i.e. by 10% (although these increments can vary as needed). Therefore, the zoomvalues would be 1.0, 1.1, 1.2, 1.3 ..., 2.4 & 2.5. Resulting into a total 16 stages. Theimage of the item is then processed to remove the background and scaled to theproportionate size according to the virtual ear. Note that various techniques can pre-process these scaled version of images for immediate access to the user using the UI,while a different set of images may be used to showcase the item display in search andproduct detail pages. As shown in the flowchart of FIG. 21, the image of the item isscaled to the correct size by taking in the measurements of the item entered by theadministrator via the administrator console or panel, while adding the item andproportionately adjusting the size of the item. Resizing images with an addeddimension of proportion ensures the item size remains realistic and the user can pickand choose from the different sizes of the same item based on their preference.

[00129] FIG. 22 shows an embodiment of a virtual earring being virtually tried-onwith a drop shadow and without a drop shadow during a virtual try-on according tovarious principles of this disclosure. In particular, once the item is placed or positionedon the virtual ear with the clear background and size, sometimes, the item may stillappears to be fake or as two images stapled on each other as such. Therefore, naturallook of the item placement can be achieved via adding natural light the shadows to theitem and around the item. The shadows may be placed with a presumed source of lightand its impact so multiple items positioned on the virtual ear reflect similarly. Therecan be two types of shadows that are related to the item. The first one is a reflection ofa virtual skin tone on the item and second one is the shadow to item on the virtual ear.The shadow on the virtual ear can be programmed in a system for five different staticvirtual skin tones (although more or less is possible). Depending on the virtual skintone selected, the shadow may vary. Each shadow can have different color, shadowmovement, and spread. For example, there can be a presumed light source and for 2dimages there may be one light source in a studio for creating 2d images of the itemrotationally angled differently, as described above. However, for 3d images, there maybe multiple light sources in the studio for creating 3d images of the item rotationallyangled differently, as described above.

[00130] These forms of shadowing can be implemented in various ways. Forexample, when the image of the item is placed or positioned on the virtual ear, aJavaScript algorithm detects its coordinates as the UI interface is location aware. Theshadow may differ for each virtual skin type and colors may be different per virtualskin tone. Each virtual skin tone may have a unique shadow, hue / color, density(opacity), position / placement (top, left, right, and bottom) or other characteristics.

[00131] If the UI is programmed to enable the user to upload an image depictingthe user's own ear (e.g., a selfie from a webcam, a smartphone camera, a tablet camera,a laptop camera, a smart mirror camera), then the UI will apply dynamic shadowdepending on the virtual skin tone detected within the ear depicted in the image. Whenthe item is placed or positioned on the virtual ear, there will be a snap or section of thevirtual skin surrounding the item. The virtual skin tone can be obtained from this skinsnap or section, which may be via an average skin hex or hexadecimal color code.Once the average skin tone hex or hexadecimal color code is obtained, then the relativeshadow color will be applied to the item. The image depicting the user's own ear maybe scanned for the virtual skin tone, based on pixels. The UI may be programmed toapply reflections, lights, and shadows on the item, from the virtual skin. For example,a reflection of the virtual skin may be applied on the metal (or non-metal) surface ofthe item. The virtual skin tone may be dynamically selected by reading the average hexor hexadecimal color of the virtual skin region around the item virtually tried-on thevirtual ear. As shown in FIG. 22, the virtual earring shown on right is given the dropshadow to make the virtual earring appear more real and dimensional, whereas thevirtual earring shown on left presents the virtual earring without the drop shadow.

[00132] FIG. 23 shows an embodiment of a virtual earring being virtually tried-onas not recommended (although possible) or impossible during a virtual try-onaccording to various principles of this disclosure. FIG. 24 shows an embodiment of avirtual earring being virtually tried-on as recommended or possible during a virtual try-on according to various principles of this disclosure. In order to create various looks orcompare and contrast various looks or items, the UI is programmed to have awarenessof positioning of multiple items. The user of the UI is free to add as many items asdesired to enable the user to come up with a desired look that the user would like to see(although this number of items may be capped at a preset amount). Therefore, the UIallows adding multiple items as well as adding the same item multiple times on thevirtual ear. If the item is selected and then placed or positioned on the virtual ear, thenno other item should be able to be placed on top of that item (although that is possible).Some techniques may be used to restrict placement or positioning of the items by theend user on top of one another and if the items are tried to be placed on one anotherover the virtual ear, then these techniques may use the magnetic effect, as describedabove, to move the newly added item to the nearest possible location such that thenewly item is not placed or moved on top of the old item that is already being virtuallytried-on on the virtual ear.

[00133] This awareness of positioning of multiple items may be implemented invarious ways. For example, each time the item is placed or positioned on the virtualear, a script (e.g., JavaScript) keeps track of the virtual location of the placement orpositioning and the virtual zone. The script stacks the virtual locations and on the eventof the item drop event, the virtual location is validated for its overlapping on any otheritem. The script may then call or invoke the magnetic effect to find the nearest possibleplacement for the item, knowing various constraints of the virtual anatomical regionplacements, based on the ear canvas or map.

[00134] FIG. 25 shows an embodiment of a virtual ear being shows as a left earand a right ear during a virtual try-on according to various principles of this disclosure.In particular, the UI is programmed to present a left frontal view of the virtual ear or aright frontal view of the virtual ear. The user may be allowed to place the items onboth right and left virtual ears, as presented frontally within the virtual try-on window,based on the user's preference. The user can switch the view between the left and rightvirtual ears by clicking on selection button (or another user input visual element) in theUI of a preferred ear to virtually try-on item. While accounting for reversal, mirroring,or symmetry, both views (left and right) of the virtual ears are mapped with the exactsame zones, sizes and all other required configuration to offer the accurate placements,as described above. When switching over from the right view to the left view or viceversa, the UI may or may not automatically place or position the item the user iscurrently virtually trying-on onto the corresponding spot on the newly switched viewof the virtual ear. For example, the UI can offer the freedom to place and work withdifferent items on different virtual ears, as needed. The different virtual ears may ormay not be simultaneously presented. As shown in FIG. 25, there are different itemsadded on the virtual left ear view and the virtual right ear view, although same ispossible, as explained above.

[00135] Such switching between the left frontal view of the virtual ear or the rightfrontal view of the virtual ear may be implemented in various ways. For example,various scripts (e.g., JavaScript) managing the placements, drag, drop, pan, move,zoom and other techniques including the magnetic effect, the virtual zonemanagement, and others, are configured differently with the each ear but can besimilarly configured as well. With these two sets of data, depending on the switch theuser makes, the data set changes for all calculations and placements. For example, theitem images of different views can be correspondingly reversed for different earimages. For example, since each virtual ear view provides similar functionality, theremay be a shared core algorithm to virtually try-on items on both virtual ear views, butwith different data sets for different virtual ears. For example, the different data setsmay be from the user, where the virtual right ear view and the virtual left ear viewdon't have to be symmetrical to each other but can be. The UI may apply virtual earview switching in various ways. For example, there may be a logic having apseudocode:Procedure performLeftRightSwitch():1. NewSide <- Get the ear side to be switched2. Change the Ear Image in the dashboard3. Update all virtual anatomical region area for new ear4. Update all virtual zones for new areas5. Remove all added items for OldSide6. Update all previously added items for NewSide7. return

[00136] FIGS. 26-27 show an embodiment of a virtual ear being zoomed during avirtual try-on according to various principles of this disclosure. In particular, the useris offered the zoom functions through + and - icons on the UI (although other icons canbe used). The + function enlarges the size of the virtual ear and the - function reducesthe size. Default zoom is set at 0, which means that is the smallest view the user canhave. There are 7 zoom levels (or more or less), each one enlarges the view bit furtherthan the previous one.

[00137] Such zooming functionality can be implemented in various ways. Forexample, the zoom level is one such parameter as the virtual left ear view or the virtualright ear view. The zoom level functions as a switch which adds a multiplier to allplacements and calculations. As the user presses the zoom button, the UI increases theheight and width of the virtual ear in proportion and the currently placed item as well.More so, the UI also recalculates the pixels at which the item will be placed in a zoomview, new boundaries for the zones, and so forth. When the item is being placed orpositioned while the zoom function is on, the multiplier acts as a base for calculatingthe accurate size of the item in the zoom setting. Note that the size in pixels = size inmm * 3.8 * current zoom Level. As shown in FIGS. 26-27, the virtual ear is zoomed infrom 100% to 250%and the item is proportionally scaled or resized as well. The UImay apply zooming in various ways. For example, there may be a logic having apseudocode:Procedure updateZoomLevel():1. newZoomLevel <-Get the new zoom level to be applied2. Calculate & update Ear image size for new zoom levela. newSize = InitialSize * zoomLevel … Eq (1)3. Calculate & update virtual anatomical region sizes for new zoom level (using30 eq.1)4. Calculate & update virtual zone sizes for new zoom level5. Calculate & update item sizes in the virtual ear6. return

[00138] FIG. 28 shows an embodiment of a virtual ear being panned or movedduring a virtual try-on according to various principles of this disclosure. In particular,the UI may be programmed to enable panning or moving. When the virtual ear iszoomed in, the user may want to pan (move) the virtual ear to see other areas of thevirtual ear. The user may be offered a way to move the virtual ear within the virtualtry-on window when zoomed in. The user may drag the virtual ear and start movingtop-down or sideways. All the items, virtual anatomical regions, and the virtual zonesautomatically move when the user moves the virtual ears. For example, when the userdrags the virtual ear within the virtual try-on window, the relative moment is recordedby the UI such that other contents in corresponding virtual anatomical regions, virtualzones and previously placed items also is moved accordingly. This functionality maybe implemented in various ways (e.g., JavaScript). The UI may apply this panning ormoving in various ways. For example, there may be a logic having a pseudocode:Procedure performPanning():1. movementX <-Get the number of pixels dragged in X axis2. movementY <-Get the number of pixels dragged in Y axis3. Reposition Ear image by movementX and movementY4. Reposition Regions by movementX and movementY5. Reposition Zones by movementX and movement6. Reposition products in ear by movementX and movementY7. return

[00139] FIG. 29 shows an embodiment of a virtual earring being spun responsiveto a user input over a virtual ear relative to the virtual ear during a virtual try-onaccording to various principles of this disclosure. In particular, when the virtual earringwith a stud is placed or positioned over the virtual ear, the user may want to spin theitem to see how that style would look. The users are provided with a popup or menu orsidebar, whether over or not the virtual try-on window, with a user input element (e.g.,a spinner, a rotate wheel, a knob, a dial) programmed to enable the virtual earring tospin about the stud once placed or positioned over the virtual ear. For example, therotate wheel can be provided to the user where the user can spin the virtual earring toany desired angle desired, whether clockwise or counterclockwise. Note that the UI isprogrammed such that if the virtual earring is spun and resultantly extends beyond atucking restriction of a specified area, as described above, then the spin may bereverted to best possible spin angle such that the virtual earring does not appear topuncture or hurts the virtual skin.

[00140] The spinning functionality can be implemented in various ways. Forexample, the spinning functionality can be handle by a script library (e.g., a JavaScriptlibrary). When the virtual earring is spun, the UI may be programmed to check if anypart of the virtual earring crosses the tucking area, as explained above, if not, then thespin angle is allowed, else the spin angle is reverted back to previous spin angle. TheUI may apply this spinning in various ways. For example, there may be a logic havinga pseudocode:Procedure performSpinning():1. currentSpinAngle <-Get the current spin angle of item2. spinAngle <-Get the spin angle to be applied3. Apply the specified spinAngle to the item4. Validate the new item coordinates are not crossing the tucking boundaries5. If boundary is crossed thena. Revert the spinAngle to the currentSpinAngle6. return

[00141] FIG. 30 shows an embodiment of a virtual ear changing in a virtual skintone during a virtual try-on according to various principles of this disclosure. Inparticular, the UI is programmed to enable the user to select the virtual skin tone froma specific range of skin tones in the UI. When the user chooses the appropriate virtualskin tone, the ear image may be changed to match the selected virtual skin tone (e.g.,new image, filter) or the virtual skin tone may change without changing the ear image.Selecting the virtual skin tone does not affect the placement of item and all placeditems stay in the same place. The shadow of the item may get changed to match theselected virtual skin tone. When the user selects the virtual skin tone, thecorresponding skin image may be called from the server and updated on the UI or thevirtual skin tone may change without changing the ear image. The new shadowsettings for the selected virtual skin tone can also be applied to the item.

[00142] The UI may also be programmed to save the look, as formed or edited bythe user in the UI. When the user is satisfied with the various item placements, the usermay want to save that virtual workspace to modify later or to show to another person.The UI may be programmed to enable the user to save the look into a user's accountassociated with the UI or a platform providing the UI or an e-commerce platform forthe seller of the item. This form of saving the virtual workspace may be enabled invarious ways. For example, when the user clicks an input element for the save option,all the added items with its locations (e.g., coordinates based on the ear canvas or map)are saved in the user's account. The user could login to the account later and resumethe process when desired. The virtual workspace may be cleared after a preset timeperiod (e.g., 3 days, 2 weeks, 1 month).period (e.g., 3 days, 2 weeks, 1 month).

[00143] The UI may be programmed to enable collaboration on the look, as formedor edited by the user in the UI. The users may want to seek someone's suggestion inplacing the item. The user may want to share an editable version of the virtualworkspace. The UI may be programmed to enable the user to share the editable virtualworkspace with some other user for that other user to read, write, delete, or othercomputing functions. This functionality can be implemented in various ways. Forexample, this process can be handled by a script (e.g., JavaScript) and a databasestoring the virtual workspace and managing access, as disclosed herein. The databasemay also store the catalog of items, as described above. The user will first save thecurrent virtual workspace and then could share that workspace, as saved, with the otheruser (e.g., via email, text message, social media post). The other user may receive alink to this workspace where that other user could activate the link, access the sharedvirtual workspace, and edit therein as needed. These edits can be manually orperiodically saved (e.g., every 1 minute, every 30 seconds). These edits can be visibleto all the collaborators in real-time.

[00144] The UI may be programmed to enable the user to download the look.When the user is satisfied with the various item placements, the user may want to savethe whole look into file (e.g., a PDF file, an image file). The UI may be programmed topresent a user input element (e.g., a button, a hyperlink) to be activated by the user inorder for the user to save the look into the file and then download the file onto theuser's computing device (e.g., a desktop, a laptop). This download functionality maybe implemented in various ways. For example, when the user clicks the user inputelement for the download option, a new image is created with the look, as created oredited by the user, and all the relevant visual elements, including the virtual ear, items,and so forth, are added into the file. Then, the file then gets downloaded to the user'sbrowser.

[00145] The UI may be programmed to enable the user to share the look on varioussocial media networks. When the user is satisfied with the various item placements, theuser may want to share the look, in part or in whole, with their friends via email orsocial media handling. The UI may be programmed to have a hyperlink to enable suchsharing from the UI. This social sharing functionality may be implemented in variousways. For example, when the user clicks a user input element (e.g. a button, ahyperlink) for the share option, the UI has a new popup appear prompting the user toselect a sharing method (e.g., email, Facebook, Instagram). When the user selects themethod, a third party system is opened or a third party API is called or invoked toperform a corresponding social media login and then the look is posted from the user'saccount. Note that the UI or its underlying system may or may not store user credentialfor the sharing method.

[00146] As explained above, various technologies described herein enable the userto more accurately or realistically virtually try-on or preview or simulate variousjewelry items (or other wearables) on the virtual ear, body, or skin. Likewise, varioustechnologies described herein enable the user to virtually try-on or preview or simulatevarious jewelry items (or other wearables) in various virtual piercing locations that theuser may not yet have and the user may thereby be enabled to plan future real piercings.Similarly, various technologies described herein enable the user to custom-size virtualjewelry items (or other wearables). For example, after uploading an image of the user'sown ear with current piercings (e.g., via a smartphone camera, a tablet camera, awebcam camera, a dedicated camera), the server may process the image via variouscomputer vision techniques (e.g., object detection, edge detection, color contrast, depthdetection) and identify (e.g., detect, recognize) the current piercings for accurate sizingof the jewelry items to be virtually tried-on or previewed or simulated. This can beachieved in multiple ways. For example, one way this can be achieved is byrecognizing various pictorial characteristics of a piercing / divot on the ear of the imageuploaded by the user. For example, there can be calibrating the scale of the eardepicted in the image to the UI. Knowing the user's current piercings, as identified,and the relative scale of the ear of the user depicted in the image, especially thedistance between the current piercings and the edge of the ear of the user depicted inthe image, allows the UI to output suggestions (e.g., text, images, sound) based onwhere the current piercings (e.g., divot, hole) are virtually located in the ear of the userdepicted in the image. For example, the server can detect the hole (or its surroundingarea) seen in the divot / dimple in the skin of the ear of the user depicted in the image inrelation to the outer edge of the ear anatomy, as shown in the image. When the userplaces or positions a new item image on or over the uploaded ear image, as nowdepicted as the virtual ear, in order to virtually try-on or preview or simulate the newitem over the virtual ear, as formed from the ear depicted in the image uploaded by theuser, then the item (e.g., a virtual earring with a ring pattern) that are depicted may beplaced more realistically and "snugness" of the item (e.g., a virtual earring with a ringpattern) would be measured accurately for the user's own unique ear pattern depictedin the image, as uploaded by the user. Likewise, unique styling suggestions can bemade for the user.

[00147] As explained above, various technologies described herein enable virtualtry-on or preview or simulation more realistically than currently known approaches toproviding such functionality. For example, unlike some of such approaches, whichmay allow the user to virtually try-on the item on the earlobe image in one fixedlocation over the earlobe image, sitting in one orientation, various technologiesdescribed herein enable the user to virtually try-on or preview or simulate the itembecause the user can drag-and-drop (or otherwise select the item and the virtuallocation) the item onto some, many, most, all, or any pierceable area on the ear image.Further, unlike some of such approaches, various technologies described herein enablevirtual try-on or preview or simulation that renders the item image realistically on thevirtual ear taking into consideration virtual gravity effects, virtual ear morphology,volume, and scale. Additionally, unlike some of such approaches, various technologiesdescribed herein enable for customized virtual try-on or preview or simulation of theitem (e.g., spinning the item over the virtual ear). Moreover, unlike some of suchapproaches, various technologies described herein enable the user to place or positionthe virtual earring with a stud over the virtual ear and spin the virtual earring to some,many, most, all, or any desired angle (just as the user may in real life with a real studbeing worn in the user's ear) The UI enables the virtual earring to be virtually tried-onor previewed or simulated, while accounting for its scale and boundaries. For example,the virtual earring may avoid rotating beyond a predetermined boundary. For example,if the earring would not rotate in real world due to hitting or contacting the skin, thensuch state of being may be virtually mimicked in the UI. As explained above, suchfunctionality may be enabled via some, many, most, all, or any boundaries of flaps andridges of the virtual ear being mapped. Also, various technologies described hereinenable the UI to be programmed to preclude placement or positioning (e.g., drag-anddrop) of certain types of virtual earrings (e.g., with studs) for virtual try-on or previewor simulation over certain virtual locations over the virtual ear since those may not bepossible in the real world. For example, if the user wanted to select a width of a virtualstud and tried to place or position that stud image in the conch area of the virtual earand, due to the width, the virtual stud was too large to fit, as would be in the real world,then the stud image would magnetically snap to the closest location to that selectedwhere the virtual could fit, as explained above. For example, this magnetic snap maybe enabled because the UI understands the width of all of the folds and crevices in themapped topology of the virtual ear, as preprogrammed in advance. In addition, varioustechnologies described herein enable a virtual try-on or preview or simulation of morethan one item on the virtual ear simultaneously. For example, as explained above, theuser may virtually try-on a first item on the virtual ear and then may virtually try-on asecond item, different or identical to the first item, while the first item is beingvirtually tried-on the virtual ear in order to compare or contrast how the first itemcompares to the second item at different virtual locations of the virtual ear. Moreover,the UI is enabled for various layering abilities where the user can add charm images toring images. Also, various technologies described herein enable the UI to turn or spinor rate the item while the item is being virtually try-on or previewed or simulated.Moreover, various technologies described herein enable the UI to present the item,while accounting for gravity, ear morphology, and item type being virtually tried-on orpreviewed or simulated. For example, the UI enables the item to be virtually tried-onor previewed or simulated over the virtual ear, while accounting for various piercingprinciples, piercing angles, piercing rules, and pierceable locations of the ear. Forexample, the UI enables the item to be virtually tried-on or previewed or simulatedover the virtual ear, while dynamically hiding (e.g., obscuring) or dynamicallyunhiding parts of the item when those are placed or positioned under the flaps of thevirtual ear (e.g., under the virtual helix region), where such dynamic hiding or dynamicunhiding occurs based on the ear canvas or map, as described above. Further, varioustechnologies described herein enable automatically imports the user' existingcollection at a specified seller (e.g., e-commerce data) into the UI or other brandjewelry into the UI for virtual try-on or preview or simulation, as described above.

[00148] FIGS. 31-33 shows an embodiment of various sets of images presentingvarious sets of virtual earrings from various sets of rotational angles that are differentfrom each other according to various principles of this disclosure. In particular, asexplained above, the item (e.g., the virtual earring) can be represented in various ways.For example, the item may be associated with the set of images depicting the itemfrom a set of rotational angles that are different from each other, as shown in FIGS. 31-33. For example, the set of rotational angles can be different by or in multiples ofdegrees from each other (e.g., 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 or more). The set of imagesmay be or may be formed from a set of photographs of a real item at such variousrotational angles, as shown in FIG. 31. The set of images may be or may be formedfrom a CAD rendering, as shown in FIGS. 32 and 33. For example, the CAD renderingcan be read and the set of images may be extracted from the CAD rendering. After theset of images is formed, the administrator operates the administrator console or panelto enter (e.g., a via a physical or virtual keyboard, a microphone) various parameters(e.g., dimensions, width, length, height, depth, inner diameter, item type, wearinglocation, insertion point, suitable for right or left ear) for the item, which may beapplicable to some, many, most, or all images selected from the set of images. As such,the set of images and these parameters collectively enable determining of compatibleplacements per each item and thereby enable the UI to virtually try-on, as describedabove.

[00149] FIG. 34 shows an embodiment of a virtual ear segmented by anatomicalregions according to various principles of this disclosure. In particular, the UI isenabled for virtual try-on, as explained above, based on various rotational anglesassociated with the depicted virtual earrings, virtual studs, virtual rings, and virtualpiercings. For example, as explained above, the UI is programmed to enable the virtualearring to appear as if the corresponding imagery of virtual studs or virtual rings rotatein discrete angles away from a straight on view, depending on the intended area ofvirtual try-on the virtual ear. These angles are determined by over 25 years of bodypiercing and the development of the Maria Tash piercing methodology of "forwardfacing" angles. For example, the virtual ear can include any part thereof that ispierceable by current modern techniques. These virtual anatomical regions are called,earlobe, stacked earlobe, helix, Tash rook, tragus, anti-tragus, daith, rook, forwardhelix, contra-conch, and conch.

[00150] The UI may be programmed to understand the laws of piercing inconjunction with understanding the topology of the entire ear and inner / outer ringdiameters and length / width of various stud jewelry items. Each virtual piercinglocation may be mapped out as a 3d tunnel, and not a one dimensional dot. Accuratereal life piercings may not be determined with dots. Accurate real life needleplacement may not requires a dot on the skin but a knowledge of the angle the needlegoes into the skin and the depth. These 3d tunnels may be rendered through variousphotographic angles. Modern piercing may go beyond marking a dot on the top skin ofthe ear, and the jewelry does not just stick on the tissue in the straight on,perpendicular, zero rotational degree view of a stud earring (or another earring). Assuch, the UI may be programmed to present the virtual earring that is moresophisticated in its realism, and its adherence with body piercing rules and the MariaTash piercing angle aesthetic. This approach to virtual try-on uses various tools tounderstand and accurately render the Maria Tash piercing methodology.

[00151] For example, as explained above, the UI may be programmed to enablevirtual try-on of the virtual earring over the virtual ear based on segmenting the virtualear (e.g., an image of the virtual ear presented frontally) into the set of virtual anatomicalregions, which correspond to the areas of the virtual ear that have common attributes related topiercing. Those virtual anatomical regions are further segmented into polygonal (e.g.,30 rectangular, triangular, honeycomb, square) virtual zones that cover some, many, most, or allpierceable areas on the virtual ear.

[00152] As shown in FIG. 34, the virtual ear is segmented into the set of virtualanatomical regions each further segmented into the set of virtual zones that are polygonal,which may or may not border each other, thereby forming the ear canvas or map. Therefore,new piercing placement, piercing techniques, and jewelry for those piercings can be invented(e.g., virtual earrings). As such, the UI may be programmed to understand those scenarios. Forexample, some of new piercings or virtual anatomical regions include helix drape, rook drape,and vertical conch regions.

[00153] FIG. 35 shows an embodiment of a plane for rotation of a virtual earringaccording to various principles of this disclosure. In particular, as explained above, theset of images for the virtual earring, as selected, presents the virtual earrings fromvarious photographic angles (e.g., rotational angles), whether isometrically, frontally,or other views. Through vigorous tests and studying, the anatomical regions were simplifiedinto photographic angles. In reality the angle might be unique per user. For augmented reality,these angles are a fair average for how the jewelry would be worn for most people. Note thatthe photographic angles have the potential to change or there may be added new or otherphotographic angles as more distinct jewelry items (e.g., virtual earrings) are developed. Asshown in FIG. 35, the photographic angles for the set of images, as explained above, may berotated along the XZ plane (illustrated as an orange plane).

[00154] FIG. 36 shows an embodiment of a virtual ear segmented by various setsof zones within various sets of anatomical regions where each anatomical region hasits own respective rotational angle for its respective set of virtual zones over which avirtual earring can be virtually tried-on according to various principles of thisdisclosure. As explained above, the virtual earring may include a stud. Therefore, thephotography angles used for such virtual earring (mirrored for virtual left and rightears) can be 0, 6, 12 degrees for the virtual right ear and 0, -6, -12 degrees for thevirtual left ear (e.g., polar opposites). As shown in FIG. 36, the green virtual zones = 0degrees, the purple virtual zones = 6 / -6 degrees, and the black virtual zones = 12 / -12degrees.

[00155] FIG. 37 shows an embodiment of various virtual earrings being virtuallytried-on on a virtual ear where the virtual earrings are angled depending on whatanatomical zone is hosting each respective virtual earring according to various principles of this disclosure. Note that examples of stud and photoggraphy angle in theUI correspond to the green, purple, and black zones of FIG. 36

[00156] As explained above, the UI may be programmed to enable "sizeawareness." This may occur via the UI being programmed to know where a virtualearring with a stud (or another virtual earring) could not be placed or positioned over the virtualear to mimic the real-world. For example, if the user wanted to select the virtual earring with awide stud and tried to position or move the virtual earring with the wide stud over the virtualconch region and the virtual earring with the wide stud was too large to fit in real world, thenthe virtual earring with the wide stud would magnetically snap to the closest virtual zone thatthe virtual earring with the wide stud, as selected, could fit. The UI may be programmed tounderstands the width of various the folds and crevices in the mapped topology of the virtualear, as explained above.

[00157] FIGS. 38-40 show an embodiment of a virtual earring being spunresponsive to a user input over a virtual ear relative to the virtual ear according tovarious principles of this disclosure. As explained above, the UI may be programmedto spin the virtual earring while the virtual earring is virtually tried-on the virtual ear.For example, the user may select the virtual earring with a stud and the user may bepresented with a window or a menu having a spin control element (e.g., a spin wheel, aknob, a dial) programmed to spin (e.g. turn, rotate, pivot) the virtual earring, whetherfreely or incrementally, relative to the virtual ear over the virtual ear at a pointcorresponding to where a real earring mirroring the virtual earring would be inserted ina real ear, as shown in FIGS. 38-40. For example, such increments can be by onedegree (or more or less). Note that such spin may or may not occur on a different axisthat a respective photographic angle. For example, such spin may be a rotation aboutthe XY plane or the XZ plane, whereas the respective photographic angle may be arotation about the XZ plane or the XY plane, as explained above. Note that somevirtual earrings may include a stud that is not round or symmetric. As such, the usermay spin the virtual earring relative to the virtual ear over the virtual ear to a desiredorientation.

[00158] FIGS. 41-42 show an embodiment of a virtual earring having a stud that isoverlapped according to various principles of this disclosure. As explained above, theUI may be programmed to present the virtual earring while account in for potentialoverlapping that may occur when a real earring mirroring the virtual earring may beworn. For example, such overlapping may occur in various scenarios. One of suchscenarios occurs when there may be ear anatomy overlapping the virtual earring. Assuch, the UI may be programmed to account for such overlap based on a virtual regionbeing defined, where the virtual region is positioned under the virtual upper fold of thevirtual helix region, under the virtual rook region and the virtual contraconch region,and behind the virtual antitragus region to be hollow. For example, there may be a mapin this virtual ear showing how far under this virtual fold there is room for the virtualearring with a virtual stud to turn or be hidden.

[00159] FIG. 43 shows an embodiment of a virtual ear segmented by various setsof zones within various anatomical regions programmed for rotation of a virtualearring with a ring according to various principles of this disclosure. As explainedabove, some virtual earring include a ring (commonly referred to as clickers or hoops).Therefore, the photography angles used for such rings may be -24, -18, 18, 24 and thephotography angles for used for daith rings may be forward facing, -6 degrees. Notethat pictorially, ring placements are more involved than studs, as a piercing intendedfor a ring does have the same 3-dimensional tunnel placement angling, but also the UIis programmed to account for the realism of how virtual gravity pulls down differentlyin each part of the virtual ear, how that virtual droop varies depending on the diameterof the virtual earring or the virtual ear, and how much of the ring is obscured by thevirtual ear tissue as the ring wraps behind the virtual skin of the virtual ear. Likewise,in some situations, there may be a basic placement principle for rings: the innerdiameter of the virtual ring, can be the same as the maximum or less than maximumdistance between the virtual piercing (e.g., the virtual zone) and edge of the virtualanatomy for that ring style. For example, a ring with a 5mm inner diameter cansometimes be placed at most, 5mm from the edge of the virtual anatomy of the virtualear. Similarly, the angle of the rings may be based on forward facing Maria Tashpiercing angle aesthetics plus the rules of body piercing. Also, some virtual rings canbe placed in some, many, most, all, or anywhere in the virtual ear taking intoconsideration the virtual inner diameter. This inner diameter is the determiningmeasurement that may determine whether the ring can clear the virtual edge of anyvirtual tissue. Therefore, some, many, most, any, or all of the ring jewelry pieces aremeasured for inner and outer diameter for proper scaling and entered via theadministrator console or panel. As shown in FIG. 43 and explained above, there iszone-to-product rotation angles mapping for such rings, where the purple virtual zonesuse 18deg rings in the XZ plane, the black virtual zones use 24deg rings in the XZplane.

[00160] FIG. 44 shows an embodiment of a virtual gravity effect beingimplemented on a virtual earring being virtually tried-on a virtual ear according tovarious principles of this disclosure. The inner diameter measurement may besignificant or technologically advantageous for enabling the UI to enable the virtualearring to be virtually tried-on the virtual ear. In particular, the gravity tool's basicfunction is to virtually pull the jewelry downward from the virtual insertion point orpiercing placement. Pictorially, the ring's ability to virtually hang straight down withthe virtual gravity is relative to the inner diameter and the virtual piercing location onthe virtual ear. Since a real earlobe is commonly pierced, rendering this scenario maybe relatively straightforward. However, as you add more rings to the real ear, the realear topology changes and the anatomy of the real ear will start to prevent the jewelryfrom hanging straight down. Therefore, if the user drags (or otherwise positions orvirtually tries-on) the virtual earring with the ring to a spot where the virtual diameterwill not let the virtual ring clear the virtual anatomy, as would be mirror in real world,then the virtual ring snaps to the closest location (e.g., virtual zone) to the originalselected spot where the diameter would clear and fit snugly. The spot that the UI snapsto is only a suggestion for that piece of jewelry. The user can relocate the virtualjewelry or choose a larger size ring if the user wants to place or position the virtualjewelry in the intended location. If the chosen ring virtually fits, then the virtualgravity tool may position the ring into a natural virtual resting position. This virtualdroop / hang may be determined by the distance of the virtual piercing to the virtualedge of the virtual anatomy and the inner diameter of the ring. As shown in FIG. 44, ifthe virtual piercing placement simulates 4.5mm from the virtual edge of the virtualanatomy, and the inner diameter of the ring is 9.5mm, as set by the administrator viathe administrator console or panel, the virtual ring may fall into a more verticalposition. If the user virtual places or positions a 5mm ring, as set by the administratorvia the administrator console or the panel, in the same virtual piercing placement, thevirtual ring may hang more horizontally - this relationship may be referred to as"snugness."

[00161] FIGS. 45-48 show an embodiment of an image from a set of imagescorresponding to a virtual earring to be virtually tried-on a virtual ear while the imageis being set by an administrator in an administrator console or panel for virtual try-ondepending on a virtual try-on location within a set of anatomic regions of the virtualear and a set of virtual zones of the virtual ear and a virtual entry point or a virtual exitpoint from the virtual ear according to various principles of this disclosure. Note thatFIG. 46 shows where the inner diameter is located on this virtual earring. Likewise,note that FIG. 47 shows where the point of insertion is located on this virtual earring.Similarly, note that FIG. 48 shows overlapping, where pictorially, rings deal withoverlapping of the anatomy. The ring may need to be cropped to appear like the ring iswrapping around the virtual anatomy. The boundary may be outlined on the backend(e.g., not visible to the user), which can be by the administrator via the administratorconsole or panel. The boundary defines when the jewelry starts to tuck behind theanatomy. Rings can be overlapped with charms or overlapped with other products toappear like those rings are further back in space.

[00162] FIGS. 48-58 show an embodiment of various virtual earring with variousvirtual rings being virtually tried-on in various regions of various anatomical regionsof a virtual ear according to various principles of this disclosure. Note that these virtualearrings are shown to be virtually tried-on in the virtual earlobe, anti-tragus, forwardhelix / earhead, tragus, rook, and other virtual regions of the virtual ear. When some ofthe virtual earrings are virtually tried-on in the virtual upper helix region, pictorially, ifthe virtual earring has a ring that is located near the top of the virtual helix and istight / snug, then the ring may sit up vertically. The virtual piercing placement inrelation to the virtual edge of the virtual anatomy may draws a virtual vertical line.When some of the virtual earrings are virtually tried-on in the conch, if the virtual hasa ring, then the virtual resting position generally may be more horizontal. For example,in some situations, a 9.5mm inner diameter, as set for a specific ring by theadministrator via the administrator console or panel, may be the minimum ring sizethat would virtually fit. When some of the virtual earrings have a ring in the rook orcontra-conch virtual region, pictorially, these rings hang may almost 90 degrees orsomewhere between 90 and 60 degrees depending on inner diameter. Sometimes, thereis a virtual region with no rings allowed due to the lack of practicality and the enormityof the diameter needed to clear the tissue. When some of the virtual earrings have aring in the virtual daith region, then front facing shots may be used. For example, theremay be used 6 degree in the XZ plane rotation but from the front facing. Thisinformation helps demonstrate how the UI enables relatively accurately rendering ofdesired piercing angles. As shown in FIG. 57, the virtual earring shown on left has a 6degree rotation in contrast to the virtual earring shown on right with a 0 degreerotation.

[00163] FIG. 59 shows an embodiment of a virtual charm being added to a virtualearring being virtually tried-on a virtual ear according to various principles of thisdisclosure. FIG. 60 shows an embodiment of a virtual charm being virtually tried-on avirtual ear according to various principles of this disclosure. FIGS. 68-69 show anembodiment of various virtual charms on virtual rings and virtual chain wraps beingvirtually tried-on according to various principles of this disclosure. In particular, thereare various virtual layering, virtual moveable parts, and virtual chains described below.The UI may be programmed to virtually try-on virtual earrings with charms. The usercan add up to a certain number of charms to the virtual earring (e.g., 1, 2, 3, 4, 5 ormore). Pictorially, such charms may be pulled straight down with virtual gravity, asdescribed above. Pictorially, such charms may follow the same photographic angle asthe piece those charms are connected too. Pictorially, such charms can be virtuallylayered onto most rings. Pictorially, such charms may also have an inner diameter thatmay need to be considered. If the inner diameter of the jump ring is smaller than thewidth of the jewelry, as set by the administrator via the administrator console or panel,then the charm may not virtually fit for virtual try-on. If the inner diameter of thecharm jump ring is larger than the width of the jewelry, then the charm may virtuallyfit for virtual try-on. Note that FIG. 59 shows one type of a virtual charm on a virtualearring, whereas FIG. 60 shows another type of the virtual charm on the virtual earringand a virtual earring with a chain wrap.

[00164] FIG. 61 shows an embodiment of various virtual charms being virtuallytried-on a virtual ear and having same angling according to various principles of thisdisclosure. The virtual earring may have at least two charms. As shown in FIG. 61, thevirtual earring shown on left has a multi-tone metal styling in contrast to virtual earringshown on right having a white metal styling. Both virtual earrings show the same item(star charm, lightning bolt charm, 8mm ring) but in different metal tones - for visualclarity. The ring photographic angle is -6 degrees (although other angles are possible).The charms follow the same photographic angle, as explained above.

[00165] FIG. 62 shows an embodiment of a virtual handcuff earring being virtuallytried-on a virtual ear according to various principles of this disclosure. The virtualearring may be embodied as a handcuff, which can be virtually tried-on in variousways, as described herein. Pictorially, some virtual styling techniques enable thehandcuff to be worn as a way to connect two virtual piercings, can be used as a charmas well, or can be worn in one piercing and the second ring can hang straight down.Fig. 62 shows the handcuff with two virtual points of insertion.

[00166] FIG. 63 shows an embodiment of a virtual handcuff earring being virtuallytried-on a virtual ear as a charm according to various principles of this disclosure. TheUI is programmed to understand that the base of the design is two virtual rings, asshown in FIG. 63. Pictorially, there is a virtual chain that attaches the two virtualhandcuff rings. Pictorially, the UI is programmed to allow the user to choose theplacement of both virtual rings. The chain and rings may be virtually renderednaturally for that scenario. Pictorially, since the virtual chains have a fluid nature, witheach unique virtual piercing placement, the virtual chain may settle differently pervirtual gravity, anatomy, or other parameters. All these virtual chain scenarios may bevirtually rendered. When the UI is programmed to allow the administrator or the userto import 3D geometry, then the virtual chain may virtually adjust itself automaticallywhen the user moves the virtual chain or the virtual earring over the virtual ear.

[00167] FIGS. 64-65 show an embodiment of a virtual earring with an arcuateportion being virtually tried-on with the arcuate portion being virtually hidden whilethe virtual earring is precluded from spinning according to various principles of thisdisclosure. FIG. 66 shows an embodiment of a virtual ear with various anatomicalregions where a virtual earring can default to a spin angle depending on a respectiveanatomical region selected according to various principles of this disclosure. FIG. 67shows an embodiment of the arcuate portion of FIGS. 64-65 being angled differentlydepending on which virtual zone within which virtual anatomical region of a virtualear the arcuate portion is being virtually tried-on according to various principles of thisdisclosure. The virtual earring with the arcuate portion may have certain restrictions inthe UI. For example, as shown in FIG. 66, the UI may enable such virtual earring toonly be placed within certain anatomical regions that allow for such arcuate curvature(e.g., helix region, superior concha). Likewise, the UI may preclude such virtualearring from being virtually spun while being virtually tried-on the virtual ear.Similarly, the UI may enable such earring to default to a spin angle depending on thevirtual zone such virtual earring is placed in.

[00168] FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of this disclosure. Pictorially,when the virtual earring has a ring worn in a more horizontal angle, then the moveablepart may virtually dangles down. For example, as shown in FIG. 70, the ring in thevirtual helix region.

[00169] The UI may be programmed to show how the virtual or real left and rightear looks viewed together on one screen, as described above. For example, the virtualear may be a model ear, as described above, and the real ear may be from a selfieuploaded or capture by the user (e.g., via a smartphone, a smart mirror, a laptop), asdescribed above. The user can be able to view both their virtual or real right and leftears together in one screen as one would in the mirror (e.g., vertical side-by-side,horizontal side-by-side, diagonal side-by-side). For example, this may be useful to ajewelry vendor whose majority of jewelry sold can be sold singly and clients designasymmetric looks. This can occur in order to gauge how the diameters look not only onthe same virtual or real ear, but how clutter a look or balanced when seen together.Since jewelry can amplify or detract from facial scars or eye so when the UI importsthe end user's own face in addition or alternative to real ears, the UI may present theear and jewelry looks relative to their full features, scars, and imperfections as curationtakes in all of these aspects to create a good look while accounting for virtual gravitymay affect placement for realism, as explained above.

[00170] The UI can be programmed for use in dedicated applications, mobile apps,web browsers, and other technologies. For example, there can be smart glass or smartmirrors - mirrors with cameras. In such situations, 3d experiences can be different than2d so experience of such smart mirror and real-time UI may need .obj files (or othersuitable format) sticking on the real-time video feed and sticking thereto. What can beachieved with 2d (e.g., extracted images from 3d .obj files) is to tap a video feed fromthe cameras of the smart mirror or a smartphone or another camera equipped device.For example, there can be a person recording a face rotation using the smartphonefront (or back) camera. The smartphone then manipulates that video feed by placing oroverlaying the jewelry thereon, which the user can play back on the smartphone. Forexample, similar technology can allow for uploading your own ear imagery. Forexample, the user may stand in front of a smart mirror (e.g., flat, cuboid, V-shape, Cshape, U-shape, bi-fold, tri-fold, arcuate), whether the smart mirror has a display (e.g.,touchscreen, non-touchscreen) underneath or side-by-side with a reflective mirror orthe display functions as a virtual mirror, and the smart mirror has at least one cameraor a stereo camera (depth camera or a pair of cameras enabling a stereo vision), each ofmay be placed on a panel of the smart mirror has multiple cameras or stereo cameras(depth cameras or pairs of cameras enabling stereo vision). The smart mirror mayinclude a microphone, a speaker, and a networking interface (e.g., a modem, a Wi-Ficard, a Bluetooth chip). The user can turn to the right and turn to the left and therebycause the mirror to capture the right ear and left ear in order to have both real earsvirtually presented on the display. The user can touch, drag-and-drop, or manipulatesuch virtual ears or virtual earrings shown on the display if the display is touch-enabled. If the display is not touch-enabled, then the user can use touchless handgestures or touchless finger tracking (e.g., for hygiene purposes if the smart mirror isin a retail location) to do same. The smart mirror may also have form a heat map forsuch virtual try-ons, whether touch or non-touch, in order for the administrator togather relevant data. Similarly, the smart mirror may image the user via the camera orthe stereo camera (depth camera or a pair of cameras enabling a stereo vision) and,based on such imaging, prompt the user to (a) remove a headwear item (e.g., a hat) ifsuch ear imaging is difficult, (b) move long hair if ear imaging is difficult, (c) tuck thehair on the head behind if such ear imaging is difficult, (d) keep current earringson / worn if ear imaging is difficult, (e) take off at least one current earring from the earif ear imaging is difficult, or (f) remove a specific earring if ear imaging is difficult, orothers. For example, the smart mirror may identify the current earrings worn by theuser and hide those current earrings or overlay over those current earrings whendisplaying the ear of the user on the display so that the user can virtually try-on thevirtual earring, as desired, on those locations where the current earrings are worn,without removing those current earrings from those locations on the real ear. Forexample, the smart mirror may receive a user input (e.g., touch, voice) before, during,after, or based on the user virtually trying-on the virtual earring via the UI, while theuser is standing before the smart mirror, and request, based on or responsive to the userinput, another person (e.g., a sales person or stylist) to approach the smart mirror inorder to bring out whatever a real item corresponding to the virtual earring the userselects to virtually try-on on the virtual ear via the UI. This request may be sent via thenetworking interface of the smart mirror communicating (e.g., wired, wireless) with anoutput device (e.g., a speaker, a wearable, a headset, an electronic display) operative orin proximity of that other person. For example, the smart mirror can be arcuate, bi-fold,trifold, or multi-panel and have one or multiple cameras tracking in real-time the user'shead, eyes, nose, torso, ears, and forecast movement of earrings based on virtualgravity if the user's head is moved. For example, the smart mirror can employ a stereocamera (e.g., a depth camera or a pair of cameras enabling a stereo vision), while theuser is standing before the smart mirror, to image the user's ears, obtain thecorresponding ear measurements, estimate the sizes of the corresponding ear regionsbased on such measurements, and then recommend various virtual earrings orplacements thereof. The smart mirror can be embodied in various ways, as explainedabove. For example, based on above, the smart mirror can include a housing, aprocessor, a camera, and a display, where the housing houses the processor, the camera,and the display. The processor can be in communication with the camera and thedisplay, and be programmed to: (a) receive a left imagery and a right imagery from thecamera, where the left imagery frontally presents the left ear of the user standingbefore the camera and the right imagery frontally presents the right ear of the userstanding before the camera; (b) identify a virtual left ear from the left ear frontallypresented in the left imagery and a virtual right ear from the right ear in the rightimagery; set the virtual left ear to a left preset scale and the virtual right ear to a rightpreset scale; identify a set of left virtual anatomical regions in the virtual left ear as setin the left preset scale and a set of right virtual anatomical regions in the virtual rightear as set in the right preset scale; segment each set selected from the set of left virtualanatomical regions into a set of left virtual regions and each set selected from the set ofright virtual anatomical regions into a set of right virtual regions; cause the virtual leftear, the right virtual ear, and a virtual earring scale to be simultaneously presented onthe display; receive an input from the user while the virtual left ear, the virtual right ear,and the virtual earring are simultaneously presented on the display; and cause thevirtual earring to be virtually tried-on the virtual left ear or the virtual right ear on thedisplay responsive to the input. When the user desires to upload the user's own earimagery, whether to or via the smart mirror or to the server from the smartphone or thesmart mirror or another camera-equipped computing device, as described above, thenuser can take image / upload image (e.g., raster) or scan the ear on the computing device.The smart mirror or the server reads the morphology of the ear image and applies thevirtual regions and the virtual zones thereto such that the image is ready use, asdescribed above.

[00171] As explained above, the UI can work with varying virtual body parts orvirtual objects (e.g., a human, a mannequin, a showcase model, a body part, a head, anose, an ear, a neck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe, afinger, a garment, a shoe) and items (e.g., a jewelry item, an earring, a necklace, agarment, a hat, a ring, an anklet, a bracelet, a tattoo), whether for jewelry, tattoos,acupuncture, garments, or other uses. For example, these can include necklaces,bracelets, face jewelry (e.g., nose / septum / nostril, lip / tongue / mouth, eyebrow, acceptsfacial dermals, monroe piercing), arcuate earrings, finger rings, dermals, anklets, navelbarbells / waist chains, mix and match navel pieces, acupuncture, belts, mapping tattooson the body for previews - tattoos may curve with the virtual body or tattoos will bepreviewed on the virtual skin tone picked by the user.

[00172] As explained above, the UI may be configured for various virtual bodyparts or virtual objects. As such, in context of acupuncture, much of acupuncturedefines the body whole represented in the ear. Needles of a given thickness are appliedin a given angle to a zone in the ear. So these zones can be assigned virtual regions ofthe body instead of piercing names. For example, the daith virtual zone in the virtualear can be the liver location in acupuncture. The photography or render angle of theneedle would describe how "forward facing" the acupuncture needle should be wheninserted in that zone. The UI can be used for the full torso and human body withacupuncture and the zones applied to the full human body. So the body and it'smeridians would be defined as virtual regions or virtual zones and for the ear, themeridians and organs of the body in the ear zones. For example, there can be a specificangle for a specific function. Note that the UI can be expanded to include allacupuncture areas (e.g., neck, fingers, hands). For example, the needles can bephotographic to teach or show how the needles can be applied to the ear (or anothersuitable body part imagery).

[00173] FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of this disclosure. The UIcan be programmed regarding adjustability of such necklaces for virtual try-on thereof.For example, what is the min and max lengths (think about belts). For example, forsome necklaces, the UI may need to know if that respective necklace is longitudinallyadjustable or not and, if so, then adjustable from what length to max length (like a beltwhich has a minimum and maximum). The UI can be enabled to identify if the virtualnecklace is pictorially adjustable. If no, then the UI can operates as a fixed "diameter".If yes, then the UI needs to either put the virtual necklace on the neck and then ask theuser if the user wants the virtual necklace appear longer or shorter by citing its min ormax and telling user what length the UI applied to the skin. For example, the neck sizecan be defined by clothing size. For example, the user can upload imagery of their ownneck, as described above. For example, the UI can prompt the user to choose brandsand sizes that are similar or similar item purchases of a different brand and thenadvises a size. For example, the UI can understand if the user drags (or otherwisepositions or causes to be positioned) a virtual necklace over to their virtual neck, whatis the best size for their desired look based on various criteria (e.g., user pro-file, imagederived). For example, the non-adjustable handcuff necklaces have a choker optionwhich can be relatively small. For a relatively thin woman, 14-15 inches may be achoker. For a man, if the UI knows their collar size, then the UI can recommend anecklace length. For a relatively heavier woman, since a 16" necklace could have achoker effect and fit tightly. The user can take a tape measure and measure aroundtheir neck and based on a size guide for a thin woman's neck that defines the amount ofdrop of a given necklace length. Therefore, the UI can mimic this functionality. Notethat a virtually flexible chain may need to adhere to the virtual neck's collar bone andunderstand its topology. The UI can allows for this via a mesh feature.

[00174] There may be virtual layering principles for virtual necklaces. The UI canbe programmed to use the length of the selected virtual necklace, as preset by theadministrator via the administrator console or panel, to determine the amount ofvirtual drop of the virtual chain, relative to how virtually tight on the virtually neck (achoker style) based on various sizing charts. For example, this can be done similarly asdescribed herein, but adjusted for necklace imagery and corresponding measurements.So initially, the UI can use an average (or predetermined) neck, face, and shoulders,and then the user can specify which design in which length neck-lace the user wantsand see how the designs look relative to each other and if the virtual necklace chainlengths need to be adjusted to get the aesthetic clearance between the virtual chainlengths and any virtual pendants or charms hanging off the virtual chain. The virtualwidth of the neck can define the fit of the virtual necklace chain. For example, asdescribed above, the user can import their own neck (e.g., images) to measure thecircumference of the neck at its base, and take that measurement as the choker length.

[00175] FIG. 72 shows an embodiment of various ring sizes for virtually trying-ona virtual necklace according to various principles of this disclosure. There may besome virtual layering principles for virtual try-on of virtual finger rings. The UI can beprogrammed employ the average sizes of average US (or other country or region orglobal) fingers. For example, there can be a ring finger of US size 6, index finger ofChina size X. Therefore, when the user wants to see what two virtual rings look likenext to each other or a finger apart from each other, then The UI can provide suchvirtual functionality (e.g., horizontally or vertically or diagonally side-by-side) and seeif the look feels balanced or too heavy with the designs. Also midi or second knucklerings are sold (usually they are a size 4) and The UI can enable the user to see howthese virtual rings look like when coupling them with other virtual rings in standardlocations on the rings finger, middle, or index finger and gauge the aesthetic balance oftheir virtual selections. The UI can also be programmed enable the virtual left and righthands be shown together (e.g., horizontally or vertically or diagonally side-by-side) sothat the user can judge how the virtual rings look with their virtual fingers or relative toboth virtual hands. The UI can be programmed to allow the user to import imagery oftheir own hands, as explained above, and if the user has any preexisting jewelry, likemarriage rings, then UI can enable the user to see how the new designs the user wantsto purchase look with these other rings selected (or be hidden when displaying in ordernot to remove the preexisting jewelry as described above). For example, this can be ahorizontally or vertically or diagonally side-by-side presentation or concurrentlypresented (e.g., to have a both left and right hand viewing together). Fig. 72 showssome US sizing for finger rings, as differentiated from ear hoops / rings / clickers.

[00176] The UI may layer virtual finger rings above each other and on separatevirtual knuckles, similar to other embodiments described herein. Note that TryOnsoftware can be adapted similar to other embodiments described herein in order to:provide similar layering principles for virtual bracelets, provide similar layeringprinciples for virtual body chains; provide similar layering principles for virtual navelchains; provide similar layering principles for virtual anklets; provide similar layeringprinciples for virtual navel jewelry; provide similar layering principles for virtualnostril jewelry or virtual septum jewelry; provide similar layering principles for virtualdermal jewelry, or other virtual items. The UI can show a waist-up self-imagery orfictional imagery (e.g., an avatar, a pictogram) to illustrate a totality of a created virtuallook - navel, nostril, septum, left and right ear, necklaces, body chains, waist chainsand others all together, as described above.

[00177] FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to this disclosure. FIG. 79shows an embodiment of a self-image being processed to detect a virtual divot or avirtual dimple from an existing real piercing and then take an action according tovarious principles of this disclosure. FIG. 80 shows an embodiment of an X / Y planeillustrating how much a virtual earring with a ring will hang based on snugnessaccording to various principles of this disclosure. FIGS. 81-90 show an embodiment ofan method for machine learning for creating a canvas or a map for an object accordingto this disclosure.

[00178] Various embodiments of the present disclosure may be implemented in adata processing system suitable for storing and / or executing program code thatincludes at least one processor coupled directly or indirectly to memory elementsthrough a system bus. The memory elements include, for instance, local memoryemployed during actual execution of the program code, bulk storage, and cachememory which provide temporary storage of at least some program code in order toreduce the number of times code must be retrieved from bulk storage during execution.

[00179] I / O devices (including, but not limited to, keyboards, displays, pointingdevices, DASD, tape, CDs, DVDs, thumb drives and other memory media, etc.) can becoupled to the system either directly or through intervening I / O controllers. Networkadapters may also be coupled to the system to enable the data processing system tobecome coupled to other data processing systems or remote printers or storage devicesthrough intervening private or public networks. Modems, cable modems, and Ethernetcards are just a few of the available types of network adapters.

[00180] The present disclosure may be embodied in a system, a method, and / or acomputer program product. The computer program product may include a computerreadable storage medium (or media) having computer readable program instructionsthereon for causing a processor to carry out aspects of the present disclosure. Thecomputer readable storage medium can be a tangible device that can retain and storeinstructions for use by an instruction execution device. The computer readable storagemedium may be, for example, but is not limited to, an electronic storage device, amagnetic storage device, an optical storage device, an electromagnetic storage device,a semiconductor storage device, or any suitable combination of the foregoing. A non-exhaustive list of more specific examples of the computer readable storage mediumincludes the following: a portable computer diskette, a hard disk, a random accessmemory (RAM), a read-only memory (ROM), an erasable programmable read-onlymemory (EPROM or Flash memory), a static random access memory (SRAM), a portable compact disc read-only memory (CD-ROM), a digital versatile disk (DVD), amemory stick, a floppy disk, a mechanically encoded device such as punch-cards orraised structures in a groove having instructions recorded thereon, and any suitablecombination of the foregoing.

[00181] Computer readable program instructions described herein can bedownloaded to respective computing / processing devices from a computer readablestorage medium or to an external computer or external storage device via a network,for example, the Internet, a local area network, a wide area network and / or a wirelessnetwork. The network may comprise copper transmission cables, optical transmissionfibers, wireless transmission, routers, firewalls, switches, gateway computers and / oredge servers. A network adapter card or network interface in eachcomputing / processing device receives computer readable program instructions fromthe network and forwards the computer readable program instructions for storage in acomputer readable storage medium within the respective computing / processing device.

[00182] Computer readable program instructions for carrying out operations of thepresent disclosure may be assembler instructions, instruction-set-architecture (ISA)instructions, machine instructions, machine dependent instructions, microcode,firmware instructions, state-setting data, or either source code or object code written inany combination of one or more programming languages, including an object orientedprogramming language such as Smalltalk, C++ or the like, and conventionalprocedural programming languages, such as the "C" programming language or similarprogramming languages. A code segment or machine-executable instructions mayrepresent a procedure, a function, a subprogram, a program, a routine, a subroutine, amodule, a software package, a class, or any combination of instructions, datastructures, or pro-gram statements. A code segment may be coupled to another codesegment or a hardware circuit by passing and / or receiving information, data,arguments, parameters, or memory contents. Information, arguments, parameters, data,etc. may be passed, forwarded, or transmitted via any suitable means includingmemory sharing, message passing, token passing, network transmission, among others.The computer readable program instructions may execute entirely on the user'scomputer, partly on the user's computer, as a stand-alone software package, partly onthe user's computer and partly on a remote computer or entirely on the remotecomputer or server. In the latter scenario, the remote computer may be connected tothe user's computer through any type of network, including a local area network (LAN)or a wide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet Service Provider). Insome embodiments, electronic circuitry including, for example, programmable logiccircuitry, field-programmable gate arrays (FPGA), or programmable logic arrays(PLA) may execute the computer readable program instructions by utilizing stateinformation of the computer readable program instructions to personalize theelectronic circuitry, in order to perform aspects of the present disclosure.

[00183] Aspects of the present disclosure are described herein with reference toflowchart illustrations and / or block diagrams of methods, apparatus (systems), andcomputer program products according to embodiments of the disclosure. It will beunderstood that each block of the flowchart illustrations and / or block diagrams, andcombinations of blocks in the flowchart illustrations and / or block diagrams, can beimplemented by computer readable program instructions. The various illustrativelogical blocks, modules, circuits, and algorithm steps described in connection with theembodiments disclosed herein may be implemented as electronic hardware, computersoft-ware, or combinations of both. To clearly illustrate this interchangeability ofhardware and software, various illustrative components, blocks, modules, circuits, andsteps have been described above generally in terms of their functionality. Whethersuch functionality is implemented as hardware or software depends upon the particularapplication and design constraints imposed on the overall system. Skilled artisans mayimplement the described functionality in varying ways for each particular application,but such implementation decisions should not be interpreted as causing a departurefrom the scope of the present disclosure.

[00184] The flowchart and block diagrams in the Figures illustrate the architecture,functionality, and operation of possible implementations of systems, methods, andcomputer program products according to various embodiments of the presentdisclosure. In this regard, each block in the flowchart or block diagrams may representa module, segment, or portion of instructions, which comprises one or more executableinstructions for implementing the specified logical function(s). In some alternativeimplementations, the functions noted in the block may occur out of the order noted inthe figures. For example, two blocks shown in succession may, in fact, be executedsubstantially concurrently, or the blocks may sometimes be executed in the reverseorder, depending upon the functionality involved. It will also be noted that each blockof the block diagrams and / or flowchart illustration, and combinations of blocks in theblock diagrams and / or flowchart illustration, can be implemented by special purposehardware-based systems that perform the specified functions or acts or carry outcombinations of special purpose hardware and computer instructions.

[00185] Words such as "then," "next," etc. are not intended to limit the order of thesteps; these words are simply used to guide the reader through the description of themethods. Although process flow diagrams may describe the operations as a sequentialprocess, many of the operations can be performed in parallel or concurrently. Inaddition, the order of the operations may be re-arranged. A process may correspond toa method, a function, a procedure, a subroutine, a subprogram, etc. When a processcorresponds to a function, its termination may correspond to a return of the function tothe calling function or the main function.

[00186] Features or functionality described with respect to certain exampleembodiments may be combined and sub-combined in and / or with various otherexample embodiments. Also, different aspects and / or elements of exampleembodiments, as dis-closed herein, may be combined and sub-combined in a similarmanner as well. Further, some example embodiments, whether individually and / orcollectively, may be components of a larger system, wherein other procedures maytake precedence over and / or otherwise modify their application. Additionally, anumber of steps may be required before, after, and / or concurrently with exampleembodiments, as disclosed herein. Note that any and / or all methods and / or processes,at least as disclosed herein, can be at least partially performed via at least one entity oractor in any manner.

[00187] Although various embodiments have been depicted and described in detailherein, skilled artisans know that various modifications, additions, substitutions andthe like can be made without departing from this disclosure. As such, thesemodifications, additions, substitutions and the like are considered to be within thisdisclosure.

Claims

1. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: frontally present a virtual ear within the UI; receive a first user selection while the virtual ear is frontally presented within the UI and a second user selection while the virtual ear is frontally presented within the UI, wherein the first user selection selects a virtual earring presented within the UI while the virtual ear is frontally presented within the UI, wherein the second user selection selects a virtual location on the virtual ear frontally presented within the UI; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that the virtual earring appears to change in rotational angle within the UI depending on where the virtual location is located on the virtual ear within the UI.

2. The system of claim 1, wherein the first user selection being received via the UI and the second user selection being received via the UI is made by a drag-anddrop input within the UI dragging the virtual earring over the virtual ear withinthe UI.

3. The system of claim 1, wherein the first user selection being received via the UI and the second user selection being received via the UI is made by a user input other than a drag-and-drop input.

4. The system of claim 1, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI based on determining what type of the virtual earring corresponds to the first user selection.

5. The system of claim 1, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI based on accessing a set of images depicting the virtual earring at a set of rotational angles that are different from each other and selecting an image from the set of images, wherein the image is associated with the virtual location.

6. The system of claim 5, wherein the UI is further programmed to locally store the set of images.

7. The system of claim 1, wherein the UI is further programmed to locally execute.

8. The system of claim 1, wherein the virtual ear includes a set of virtual anatomic regions in the UI, wherein the UI is further programmed to highlight at least one virtual anatomic region selected from the set of virtual anatomic regions on which the virtual earring can be virtually tried-on responsive to the first user selection being received via the UI and the second user selection being received via the UI.

9. The system of claim 8, wherein the UI is further programmed to appear to attract the virtual earring to a nearest virtual anatomic region selected from the set of virtual anatomic regions on which the virtual earring can be virtually tried-on responsive to the first user selection being received via the UI and the second user selection being received via the UI and the virtual location being outside the at least one virtual anatomic region from the set of virtual anatomic regions.

10. The system of claim 1, wherein the virtual ear includes a set of virtual anatomic regions in the UI, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that the virtual earring appears to change in the rotational angle within the UI depending on where the virtual location is located within each virtual anatomic region selected from the set of virtual anatomic regions on the virtual ear within the UI.

11. The system of claim 1, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that the virtual earring appears to change in the rotational angle within the UI depending on (a) where the virtual location is located on the virtual ear within the UI and (b) whether the virtual earring includes a virtual stud or a virtual ring.

12. The system of claim 1, wherein the first user selection and the second user selection is a single user selection.

13. The system of claim 1, wherein the first user selection is distinct from the second user selection.

14. The system of claim 1, wherein the virtual earring includes a set of virtual depth areas, wherein the virtual earring includes a set of virtual portions, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that at least one virtual portion selected from the set of virtual portions appears dynamically hidden under at least one virtual depth area selected from the set of virtual depth areas when the virtual location is the at least one depth area selected from the set of virtual depth areas and dynamically unhidden when the virtual location is not the at least one virtual depth area selected from the set of virtual depth areas.

15. The system of claim 1, wherein the virtual earring includes a virtual portion, wherein the UI is further programmed to cause the virtual portion to appear to virtually fall relative to the virtual ear to enable a virtual gravitational effect for the virtual portion.

16. The system of claim 15, wherein the virtual ear includes a first virtual edge, wherein the virtual portion includes a second virtual edge, wherein the UI is further programmed to cause the virtual portion to appear to virtually fall relative to the virtual ear to enable the virtual gravitational effect for the virtual portion based on a virtual space being available between the first virtual edge and the second virtual edge.

17. The system of claim 15, wherein the virtual ear includes a virtual skin, wherein the UI is further programmed to cause the virtual portion to appear to virtuallyfall relative to the virtual ear to enable the virtual gravitational effect for the virtual portion until the virtual portion appears to be in virtual contact with the virtual skin.

18. The system of claim 15, wherein the virtual portion includes a virtually arcuate portion.

19. The system of claim 15, wherein the virtual portion includes a virtual ring.

20. The system of claim 19, wherein the virtual ring includes a virtually arcuate portion.

21. The system of claim 1, wherein the virtual earring includes a virtual stud.

22. The system of claim 1, wherein the virtual ear includes a virtual skin tone, wherein the UI is further programmed to virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that at least one of: (a) there is an appearance of a virtual reflection of the virtual skin tone on the virtual earring within the UI, wherein the virtual reflection varies based on the virtual skin tone, or (b) there is an appearance of a virtual shadow of the virtual earring on the virtual ear within the UI, wherein the virtual shadow varies based on the virtual skin tone.

23. The system of claim 1, wherein the virtual ear includes a virtual skin area, wherein the virtual location is spaced apart from the virtual skin area, wherein the UI is further programmed to present a user input element within the UI programmed to receive a user input such that (a) the virtual earring appears to spin responsive to the user input while virtually tried-on at the virtual location and (b) the virtual earring appears to be at least partially dynamically hidden and dynamically unhidden responsive to the user input when the virtual earring respectively appears to be virtually anatomically tucked and virtually anatomically untucked within the virtual ear.

24. The system of claim 1, further comprising a smart mirror including the processor.

25. The system of claim 1, further comprising a server including the processor, wherein the UI is remote from the server.

26. The system of claim 1, wherein the UI is further programmed to enable the virtual ear to be switched between a left virtual ear and a right virtual ear such that the virtual earring being virtually tried-on in the virtual location correspondingly switches accordingly while respectively remaining in the virtual location.

27. The system of claim 1, wherein the UI is further programmed to: have access to (a) a set of images depicting the virtual earring from a set of rotational angles that are different from each other and (b) an ear map including a set of virtual anatomical regions each further segmented into a set of virtual zones that are polygonal and bordering each other; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that the virtual earring appears to change in rotational angle within the UI depending on where the virtual location is located on the virtual ear within the UI based on each virtual zone selected from the set of virtual zones being associated with an image selected from the set of images and the virtual location being at least one of the virtual zones.

28. The system of claim 27, wherein the ear map is not visible within the UI when the first user selection is received via the UI and the second user selection is received via the UI29. The system of claim 27, wherein the set of images is not visible within the UI when the first user selection is received via the UI and the second user selection is received via the UI.

30. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: present a user input element programmed to receive a user input within the UI; frontally present a virtual ear while the user input element is presented within the UI, wherein the virtual ear includes a virtual skin area; receive a first user selection while the virtual ear is frontally presented within the UI and a second user selection while the virtual ear is frontally presented within the UI, wherein the first user selection selects a virtual earring presented within the UI while the virtual ear is frontally presented within the UI, wherein the second user selection selects a virtual location on the virtual ear frontally presented within the UI, wherein the virtual location is spaced apart from the virtual skin area; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that (a) the virtual earring appears to spin responsive to the user input while virtually tried-on at the virtual location and (b) the virtual earring appears to be at least partially dynamically hidden and dynamically unhidden responsive to the user input while virtually tried-on at the virtual location based on the virtual earring respectively appearing to be virtually anatomically tucked and virtually anatomically untucked within the virtual ear.

31. A system comprising: a processor programmed to: receive an image of an ear of a user, wherein the ear is frontally presented in the image; identify a set of virtual anatomical regions in the ear frontally presented in the image; segment each set selected from the set of virtual anatomical regions into a set of virtual regions; and enable a virtual earring to be virtually tried-on the ear frontally presented in the image to the user such that the virtual earring is dynamically varied in appearance depending on where the virtual earring is virtually tried-on the ear frontally presented in the image based on the set of virtual anatomic regions and the set of virtual regions.

32. A system comprising: a processor programmed to: receive an image of an ear of a user, wherein the ear is frontally presented in the image; identify a virtual piercing in the ear that is frontally presented in the image; identify a scale of the ear that is frontally presented in the image; and present a visual content recommending a virtual earring to be virtually tried-on the ear frontally presented in the image to the user based on (a) where the virtual piercing is located on the ear frontally presented in the image and (b) the scale.

33. A system comprising: a smart mirror including a housing, a processor, a camera, and a display, wherein the housing houses the processor, the camera, and the display, wherein the processor is in communication with the camera and the display, wherein the processor is programmed to: receive a left imagery and a right imagery from a camera, wherein the left imagery frontally presents a left ear of a user standing before the camera, wherein the right imagery frontally presents a right ear of the user standing before the camera; identify a virtual left ear from the left ear frontally presented in the left imagery and a virtual right ear from the right ear in the right imagery; set the virtual left ear to a left preset scale and the virtual right ear to a right preset scale; identify a set of left virtual anatomical regions in the virtual left ear as set in the left preset scale and a set of right virtual anatomical regions in the virtual right ear as set in the right preset scale; segment each set selected from the set of left virtual anatomical regions into a set of left virtual regions and each set selected from the set of right virtual anatomical regions into a set of right virtual regions; cause the virtual left ear, the right virtual ear, and a virtual earring scale to be simultaneously presented on the display; receive an input from the user while the virtual left ear, the virtual right ear, and the virtual earring are simultaneously presented on the display; and cause the virtual earring to be virtually tried-on the virtual left ear or the virtual right ear on the display responsive to the input.

34. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: frontally present a virtual ear within the UI; present a virtual earring within the UI while the virtual ear is frontally presented within the UI; and receive a drag-and-drop input within the UI while the virtual ear is frontally presented within the UI and the virtual earring is presented within the UI such that (a) the drag-and-drop input drags the virtual earring over the virtual ear and thereby enables the virtual earring to be virtually tried-on the virtual ear within the UI responsive to the drag-and-drop input, (b) the virtual earring appears to change in rotational angle within the UI depending on where the virtual earring is virtually tried-on the virtual ear within the UI responsive to the drag-and-drop input, and (c) the virtual earring appears to at least partially dynamically hide and at least partially dynamically unhide depending on where the virtual earring is virtually tried-on the virtual ear within the UI responsive to the dragand-drop input.

35. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: frontally present a virtual ear within the UI, wherein the virtual ear includes a set of virtual depth areas; receive a first user selection while the virtual ear is frontally presented within the UI and a second user selection while the virtual ear is frontally presented within the UI, wherein the first user selection selects a virtual earring presented within the UI while the virtual ear is frontally presented within the UI, wherein the virtual earring includes a set of virtual portions, wherein the second user selection selects a virtual location on the virtual ear frontally presented within the UI; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that at least one virtual portion selected from the set of virtual portions appears dynamically hidden under at least one virtual depth area selected from the set of virtual depth areas when the virtual location is the at least one virtual depth area selected from the set of virtual depth areas and dynamically unhidden when the virtual location is not the at least one virtual depth area selected from the set of virtual depth areas.

36. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: frontally present a virtual ear within the UI, wherein the virtual ear includes a first virtual edge and a virtual skin; receive a first user selection while the virtual ear is frontally presented within the UI and a second user selection while the virtual ear is frontally presented within the UI, wherein the first user selection selects a virtual earring presented within the UI while the virtual ear is frontally presented within the UI, wherein the virtual earring includes a second virtual edge, wherein the second user selection selects a virtual location on the virtual ear frontally presented within the UI; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that the virtual earring appears to virtually gravitationally fall relative to the virtual ear until appearing to virtually contact the virtual skin within the UI depending on the virtual earring and based on a virtual space being available between the first virtual edge and the second virtual edge.

37. A system comprising: a processor programmed to: cause a user interface (UI) to be presented, wherein the UI is programmed to: frontally present a virtual ear, wherein the virtual ear includes a virtual skin tone; receive a first user selection while the virtual ear is frontally presented within the UI and a second user selection while the virtual ear is frontally presented within the UI, wherein the first user selection selects a virtual earring presented within the UI while the virtual ear is frontally presented within the UI, wherein the second user selection selects a virtual location on the virtual ear frontally presented within the UI; and virtually try-on the virtual earring at the virtual location within the UI responsive to the first user selection being received via the UI and the second user selection being received via the UI such that at least one of: (a) there is an appearance of a virtual reflection of the virtual skin tone on the virtual earring within the UI, wherein the virtual reflection varies based on the virtual skin tone, or (b) there is an appearance of a virtual shadow of the virtual earring on the virtual ear within the UI, wherein the virtual shadow varies based on the virtual skin tone.

38. A system comprising: a processor programmed to: access a map of a virtual object, wherein the map segments the virtual object into a set of virtual regions and each virtual region selected from the set of virtual regions into a set of virtual zones that are polygonal and border each other within that respective virtual region; access a set of images depicting a virtual item from a set of rotational angles that are different from each other; receive a first user selection selecting the virtual item; receive a second user selection selecting a virtual zone selected from the set of virtual zones and positioned within a virtual region selected from the set of virtual regions; select an image selected from the set of images and corresponding to the virtual zone positioned within the virtual region based on the second user selection; and virtually try-on the virtual item on the virtual object responsive to the first user selection and the second user selection based on the image selected.