Garment display method, device, storage medium, and garment matching system
By real-time displaying and rendering the matching effect of clothing assets on the mannequin model, the problem of low clothing matching efficiency in the existing technology is solved, and an efficient, fit and real clothing matching effect is achieved.
Patent Information
- Application Number
- PCT/CN2024/134977
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-01
- Filing Date
- 2024-11-27
- Publication Date
- 2025-06-05
AI Technical Summary
In the prior art, the clothing matching process is inefficient and time-consuming, and the existing 3D virtual clothing production system cannot observe the results after the clothing rendering in real time, and cannot quickly complete the matching and comparison effects of multiple clothing.
Provide a clothing display method and system. By acquiring multiple clothing assets, real-time display and rendering the matching effects on the mannequin, users can simply and quickly select multiple clothing items and set the collision level of clothing to achieve a rendering result that is suitable and not easy to break.
It improves the efficiency and convenience of clothing matching, realizes real-time matching and rendering of multiple clothing items, and the generated matching effect is more suitable and realistic, and is suitable for the actual needs of clothing companies.
Smart Images

Figure CN2024134977_05062025_PF_FP_ABST
Abstract
Description
Clothing display method, equipment, storage medium and clothing matching system
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311642010.0 filed with the Patent Office of China on December 1, 2023, entitled “Clothing Display Method, Equipment, Storage Medium and Clothing Matching System,” the entire contents of which are incorporated by reference into this application. Technical Field
[0003] The present application relates to the field of human-computer interaction technology, and specifically provides a clothing display method, equipment, storage medium and clothing matching system. Background Art
[0004] In existing technology, after receiving the seasonal clothing design drawings, a clothing designer first uses 2D drawing tools to generate multiple matching renderings. After screening the multiple matching styles, they coordinate the overall styles that meet the fashion trends and finally submit the results to the design department for sample production. Some clothing designers are also responsible for selecting models and shooting the matching after the sample production, organizing the overall dressing effect during the shooting process, and modifying and adjusting the matching styles on the set. Through the above process, clothing designers complete the popular matching of seasonal clothing according to clothing trends and brand styles.
[0005] The above workflow mainly includes steps such as 2D drawing, selecting fitting models, filming, styling adjustment, and sample adjustment, which require a lot of manpower, material resources, and production time and other production costs, resulting in low efficiency and long time consumption in clothing matching.
[0006] Application Contents
[0007] In view of this, the purpose of this application is to provide a clothing display method, equipment, storage medium and clothing matching system to improve at least one problem in the above-mentioned prior art.
[0008] In a first aspect, an embodiment of the present application provides a clothing display method, including: obtaining multiple clothing assets, and displaying the multiple clothing assets in a first display area of a first display interface; in response to a first user instruction, displaying a first clothing asset in the first display area in a second display area of the first display interface; in response to a second user instruction, displaying a second clothing asset in the first display area in the second display area of the first display interface; obtaining a collision hierarchy relationship, wherein the collision hierarchy relationship is used to indicate the display hierarchy of clothing assets on a human body model; in response to a third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and displaying the rendering result in a third display area of the first display interface.
[0009] Through the above-mentioned clothing display method, users can simply and quickly select any number of clothing items, realize real-time matching of multiple clothing items, and can also set the collision level of clothing on the human body model, which not only makes the rendering result more fitting and less prone to mistakes, but also can further enrich the matching forms.
[0010] In an optional embodiment of the present application, obtaining the collision level relationship includes: determining the display order of the first clothing asset and the second clothing asset in the second display area based on the first user instruction and the second user instruction; and generating the collision level relationship between the first clothing asset and the second clothing asset based on the display order.
[0011] In the above embodiment, the user can specify the collision level of the clothing asset by selecting the instruction of the clothing asset, which is simple and convenient to operate and improves the convenience of interaction.
[0012] In an optional embodiment of the present application, the method further includes: in response to a fourth user instruction, displaying the third clothing asset in the first display area in the second display area of the first display interface, the third clothing asset being an accessory asset; correspondingly, in response to the third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and displaying the rendering result in the third display area of the first display interface, including: in response to the third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, the second clothing asset, and the third clothing asset, and displaying the rendering result in the third display area of the first display interface.
[0013] In the above embodiment, the user can also select accessories for matching, which can generate a rendering effect with accessories, provide a choice of accessories, enrich the matching options, and generate a more comprehensive matching result, making the rendering effect closer to the real user status.
[0014] In an optional embodiment of the present application, the method further includes: generating a matching image based on the rendering result, and displaying the matching image on the second display interface; and changing the facial area of the human body model in the matching image in response to a fifth user instruction.
[0015] In the above embodiment, the matching image is replaced with a face to realize real-life dressing, providing more diverse dressing display effects, and making it easier for users to observe the dressing of real people.
[0016] In an optional embodiment of the present application, the method further includes: in response to the third user instruction, acquiring the human body model corresponding to the first clothing asset and the second clothing asset.
[0017] In an optional embodiment of the present application, the method further includes: in response to a sixth user instruction, displaying the human body model in the third area of the first display interface; correspondingly, in response to the first user instruction, displaying the first clothing asset in the first display area in the second display area of the first display interface, and further includes: in response to the first user instruction, rendering the first clothing asset on the human body model.
[0018] In the above embodiment, a human body model is selected in advance. When the user selects clothing assets, the selected clothing is rendered on the human body model, achieving real-time rendering of clothing assets, making it easier for the user to observe the matching effect in real time, thereby improving convenience.
[0019] In a second aspect, an embodiment of the present application provides a clothing matching system, which includes a human-computer interaction module and a processing module, wherein the human-computer interaction module is used to receive user instructions and display, and the human-computer interaction module can present a first display interface; the processing module is used to obtain multiple clothing assets and display the multiple clothing assets in the first display area of the first display interface; in response to a first user instruction, the first clothing asset in the first display area is displayed in the second display area of the first display interface; in response to a second user instruction, the second clothing asset from the first display area is displayed in the second display area of the first display interface; a collision hierarchy relationship is obtained, and the collision hierarchy relationship is used to indicate the display hierarchy of the clothing asset on the human body model; in response to a third user instruction, the human body model is rendered according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and the rendering result is displayed in the third display area of the first display interface.
[0020] In an optional embodiment of the present application, the matching system also includes an asset database, which includes a temporary cache module, a matching library module, an asset library module, and a project configuration module; the temporary cache module is used to cache all clothing assets displayed in the second display area; the matching library module is used to save all clothing assets displayed in the second display area; the asset library module is used to save clothing assets; the project configuration module is used to save project information, each of the project information includes: project information, time information, matching information, and each of the matching information is information generated and saved once by the matching library module.
[0021] In an optional embodiment of the present application, the matching system also includes a cloud communication module, which is used to download digital assets, including the clothing assets, the human body model, and business information; the cloud communication module is also used to generate structural assets, including matching images, time, creator, and the number of the clothing assets associated with the matching image, and the matching image is generated by the rendering result; the cloud communication module is also used to download the structural assets and the clothing assets corresponding to the numbers in the structural assets.
[0022] In a third aspect, an embodiment of the present application provides an electronic device comprising: a memory and a processor, the processor being connected to the memory; the memory being used to store programs; and the processor being used to call the programs stored in the memory to execute a method as described in any one of the first aspects.
[0023] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, characterized in that a computer program is stored thereon, and when the computer program is executed by a processor, the method as described in any one of the first aspects is executed.
[0024] Other features and advantages of the present application will be described in the following description. The purpose and other advantages of the present application can be realized and obtained through the structures specifically pointed out in the written description and the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments of the present application. It should be understood that the following drawings only illustrate certain embodiments of the present application and should not be considered as limiting the scope. For those skilled in the art, other relevant drawings can be obtained based on these drawings without inventive effort. The above and other purposes, features, and advantages of the present application will be more clearly illustrated through the drawings.
[0026] FIG1 shows a schematic block diagram of an electronic device provided by an embodiment of the present application;
[0027] FIG2 shows a flow chart of a clothing display method provided by an embodiment of the present application;
[0028] FIG3 shows a schematic diagram of a human body model provided in an embodiment of the present application;
[0029] FIG4 shows a schematic diagram of another human body model provided in an embodiment of the present application;
[0030] FIG5 shows a schematic diagram of another human body model provided in an embodiment of the present application;
[0031] FIG6 shows a schematic diagram of a first display interface provided in an embodiment of the present application;
[0032] FIG7 shows a schematic diagram of a first display area provided in an embodiment of the present application;
[0033] FIG8 shows a schematic diagram of another first display area provided in an embodiment of the present application;
[0034] FIG9 shows a schematic diagram of another first display area provided in an embodiment of the present application;
[0035] FIG10 shows a schematic diagram of a second display area provided in an embodiment of the present application;
[0036] FIG11 is a schematic diagram showing a rendering result provided by an embodiment of the present application;
[0037] FIG12 is a schematic diagram showing a rendering process provided by an embodiment of the present application;
[0038] FIG13 shows a schematic block diagram of a clothing matching system provided by an embodiment of the present application;
[0039] FIG14 shows a schematic block diagram of an asset database provided in an embodiment of the present application;
[0040] FIG15 shows a schematic block diagram of a clothing matching system provided in an embodiment of the present application. DETAILED DESCRIPTION
[0041] The technical solutions in the embodiments of the present application will be described below in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The following embodiments can be used as examples to more clearly illustrate the technical solutions of the present application, and are not intended to limit the scope of protection of the present application. It will be understood by those skilled in the art that, in the absence of conflict, the features in the following embodiments and embodiments can be combined with each other.
[0042] In response to the problems existing in the prior art, the methods existing in the prior art include:
[0043] One method uses artificial intelligence (AI) image processing technology to achieve clothing matching. For example, a detection algorithm is used to detect faces and clothing in an image, and by fusing different clothing images with faces, the effect of matching multiple sets of clothing on a person can be achieved. The above method is essentially the same as the 2D manual drawing method, and both are image-based technical solutions. Although it can save some of the workload of manual 2D drawing, because the entire technical solution is still based on images, the matching results of multiple pieces of clothing will have problems such as distorted clothing patterns, clothing that looks wrong, and visually ill-fitting effects, making it less practical for clothing companies.
[0044] One approach is to use a 3D virtual clothing creation system for matching. However, existing 3D virtual clothing creation systems cannot observe the rendered results of clothing in real time. Furthermore, existing 3D virtual clothing creation systems simply render a single piece of clothing, such as a top or pants, onto a model, preventing stylists from simultaneously placing multiple pieces of clothing on the model. This prevents stylists from quickly completing multiple clothing combinations and from visually comparing the effects of multiple combinations. Furthermore, existing 3D virtual clothing creation systems have complex asset data types and cumbersome cloud-based management, resulting in a lack of efficient and manageable solutions.
[0045] Therefore, the embodiment of the present application provides a clothing display method, in which users can simply and quickly select any multiple pieces of clothing, realize real-time matching of multiple pieces of clothing, and can also set the collision level of clothing on the human body model, which not only makes the rendering result more fitting and less prone to exposure, but also can further enrich the matching form.
[0046] As shown in FIG1 , FIG1 shows a schematic block diagram of an electronic device 100 , which can display a user interface, and can display various data displays in the clothing display method provided in the present application and receive user instructions through the user interface.
[0047] The electronic device 100 may be an electronic device capable of displaying a display function, for example, a portable electronic device such as a mobile phone, a tablet computer, or a wearable electronic device with wireless communication capabilities (e.g., a smartwatch). The portable electronic device may also be another portable electronic device, such as a laptop computer. It should also be understood that the electronic device may also be a desktop computer with a display screen, a workstation with a projection function, or the like.
[0048] The electronic device 100 may include a processor 110 , a universal serial bus (USB) interface 120 , a display module 130 , a wireless communication module 140 , an internal memory 150 , a sensor module 160 , and the like.
[0049] It should be understood that the structure illustrated in the embodiments of the present application does not constitute a specific limitation on the electronic device 100. In other embodiments of the present application, the electronic device 100 may include more or fewer components than shown, or may combine or separate certain components, or arrange the components differently. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0050] The processor 110 may include one or more processing units. For example, the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural-network processing unit (NPU). Different processing units may be independent devices or integrated into one or more processors. In some embodiments, the electronic device 100 may also include one or more processors 110.
[0051] The controller can generate an operation control signal based on the instruction operation code and timing signal to complete the control of instruction fetching and execution.
[0052] Processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in processor 110 is a cache memory. This memory can store instructions or data that have just been used or are being recycled by processor 110. If processor 110 needs to use the instruction or data again, it can directly access the memory. This avoids repeated accesses, reduces the waiting time of processor 110, and thus improves the efficiency of electronic device 100.
[0053] In some embodiments, the processor 110 may include one or more interfaces. The interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface.
[0054] The USB interface 120 is an interface that complies with USB standards and may be a Mini USB interface, a Micro USB interface, a USB Type-C interface, or the like. The USB interface can be used to connect a charger to charge the electronic device 100, or to transfer data between the electronic device 100 and peripheral devices. It can also be used to connect headphones to play audio. This interface can also be used to connect other electronic devices, such as AR devices.
[0055] The electronic device 100 displays the screen through the display module 130. For example, the electronic device 100 can realize the display function through the GPU and the display module 130. The GPU is a microprocessor for image processing, which connects the display module 130 and the processor 110. The GPU is used to perform mathematical and geometric calculations for graphics rendering. The processor 110 can send rendering instructions to the GPU, and the GPU executes the instructions to generate interface rendering, and sends the rendered interface to the display module for display. In one embodiment of the present application, the display module 130 may include a display and a touch device. The display is used to output a display interface to the user, for example, the first display interface and the second display interface involved in the embodiment of the present application. The touch device is used to receive operations input by the user on the display screen, such as dragging, clicking, etc.
[0056] In some embodiments of the present application, the display module is a display panel, and the display panel can be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode or an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), Miniled, MicroLed, Micro-oLed, a quantum dot light-emitting diode (QLED), etc.
[0057] In some embodiments of the present application, the display module is a projector, an ink screen, a head-mounted display device such as a virtual reality (VR) helmet and augmented reality (AR) glasses, etc.
[0058] The wireless communication function of the electronic device 100 can be implemented through an antenna, a wireless communication module 140, and a baseband processor.
[0059] Antennas are used to transmit and receive electromagnetic wave signals. Each antenna in electronic device 100 can be used to cover a single or multiple communication frequency bands. Different antennas can also be reused to improve antenna utilization. For example, they can be reused as diversity antennas for wireless local area networks. In other embodiments, antennas can be used in conjunction with tuning switches.
[0060] The wireless communication module 140 can provide wireless communication solutions including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), infrared (IR), etc., which are applied to the electronic device 100. The wireless communication module 140 can be one or more devices that integrate at least one communication processing module. The wireless communication module 140 receives electromagnetic waves via an antenna, frequency modulates and filters the electromagnetic wave signals, and sends the processed signals to the processor 110. The wireless communication module 140 can also receive the signal to be sent from the processor 110, frequency modulate it, amplify it, and convert it into electromagnetic waves for radiation through the antenna.
[0061] The internal memory 150 may be used to store one or more computer programs, each of which includes instructions. The processor 110 may execute the instructions stored in the internal memory 150, thereby causing the electronic device 100 to execute the clothing display method provided in some embodiments of the present application, as well as various functional applications and data processing.
[0062] The sensor module 160 may include a pressure sensor 160A and a touch sensor 160B.
[0063] The pressure sensor 160A is used to sense pressure signals and can convert pressure signals into electrical signals. In some embodiments, the pressure sensor 160A can be provided on the display module 130. There are many types of pressure sensors 160A, such as resistive pressure sensors, inductive pressure sensors, capacitive pressure sensors, etc. A capacitive pressure sensor can be a device comprising at least two parallel plates having a conductive material. When a force acts on the pressure sensor 160A, the capacitance between the electrodes changes. The electronic device 100 determines the intensity of the pressure based on the change in capacitance. When a touch operation is applied to the display module 130, the electronic device 100 detects the intensity of the touch operation based on the pressure sensor 160A. The electronic device 100 can also calculate the position of the touch based on the detection signal of the pressure sensor 160A.
[0064] The touch sensor 160B may also be referred to as a touch panel or a touch-sensitive surface. The touch sensor 160B may be provided on the display module 130, and the touch sensor 160B and the display module 130 form a touch screen, also referred to as a "touch screen". The touch sensor 160B is used to detect touch operations and hand-off operations acting on or near it. The touch sensor 160B may transmit the detected touch operation to the processor 110 to determine the type of touch event. The electronic device 100 may calculate the position of the user's touch and the position of the user's hand-off based on the detection signal of the touch sensor 160B, and may also determine and identify the user's drag operation based on the continuous change of the user's touch position. Furthermore, the electronic device 100 may provide visual output related to the aforementioned related operations (touch operations, hand-off operations, and drag operations) through the display module 130.
[0065] The sensor module 160 may also include a gyro sensor, an air pressure sensor, a magnetic sensor, an acceleration sensor, a distance sensor, a proximity light sensor, a fingerprint sensor, a temperature sensor, an ambient light sensor, a bone conduction sensor, and the like.
[0066] It is understood that the interface connection relationship between the modules illustrated in the embodiment of the present application is merely an illustrative description and does not constitute a structural limitation on the electronic device 100. In other embodiments, the electronic device 100 may also adopt different interface connection methods from the above embodiments, or a combination of multiple interface connection methods.
[0067] The software system of the electronic device 100 may adopt a layered architecture, an event-driven architecture, a micro-kernel architecture, a micro-service architecture, or a cloud architecture.
[0068] As shown in FIG2 , FIG2 is a flow chart of a clothing display method provided in an embodiment of the present application. As shown in FIG2 , the method includes steps 210 to 250:
[0069] Step 210 : Acquire a plurality of apparel assets, and display the plurality of apparel assets in a first display area of a first display interface.
[0070] Acquire multiple clothing assets. In one embodiment of the present application, multiple clothing assets can be read from the background asset database. For example, the background asset library is located on the server, and the background asset library stores digital assets. The digital assets include human models and clothing assets. The human model refers to a digital model used for clothing matching. The digital model can be a pre-established two-dimensional or three-dimensional human model, as shown in Figure 3. Figure 3 shows a schematic diagram of a human model. The human model described in this application can be set with reference to the real human form such as gender, height, weight, posture, etc. For example, a female human model can be set. A female human model in this application is shown in Figure 4. For another example, human models with different postures can be set. Figure 5 is another human model shown in this application. Compared with Figure 3, the two human models in Figure 5 are both male human models, but the postures of the two human models are different.
[0071] Apparel assets refer to the data of clothing used for matching. Apparel includes clothing and accessories. Clothing includes shirts, windbreakers, hoodies, etc., while accessories include jewelry, bracelets, socks, shoes, etc. Apparel data includes: clothing images; clothing attributes such as stock keeping units (SKUs) or stock keeping colors (SKCs). Stock colors are unique identifiers for each unique product and its color; and clothing models such as 3D or 2D models. Apparel models can further include clothing materials, etc.
[0072] After importing the clothing assets into the backend asset database, the user can select the required clothing asset files to download and batch import them into the asset folder of the electronic device. When the electronic device detects an instruction or operation, such as detecting that the user opens the system interface, it reads the clothing assets from the asset folder and displays them according to the display mode of the first display interface.
[0073] In this application, the first display interface is the interface for users to match clothing. The first display interface needs to have at least three display areas: a first display area, a second display area, and a third display area. The first display area is used to display assets such as clothing assets and model assets, the second display area is used to display the user's selection of assets such as clothing assets, and the third display area is used to display the rendering results of assets. For example, as shown in Figure 6, Figure 6 shows a schematic diagram of the first display interface. The left side of the first display interface is the first display area, the middle is the third display area, and the right side is the second display area.
[0074] The specific form of the first display interface and the display mode of the first display interface can be freely configured. In one embodiment of the present application, the first display area is displayed in the form of a hierarchical menu, as shown in Figure 7. Figure 7 shows a schematic diagram of the first display area. In Figure 7, the left side of the first display area is a first list. The first list displays icons of categorized apparel assets. For example, apparel assets can be categorized into tops, shoes, etc., with a display icon set for each category, which also serves as a submenu for that apparel asset. As shown in Figure 7, when a user clicks the tops icon, a submenu of tops is expanded, displaying all tops apparel assets. The assets can be displayed by displaying models or images of the assets. In Figure 7, the submenu displays an image of the asset. When a user clicks another icon, a submenu of other apparel assets is displayed. For example, as shown in Figure 8, which shows a schematic diagram of another first display area, when a user clicks the footwear apparel asset icon, the submenu of tops is collapsed and the submenu of footwear apparel assets is expanded, displaying all footwear apparel assets.
[0075] In another example of the present application, the first display area in the first display interface adopts a list display mode, and each list will display the name or inventory unit of the clothing asset. When it is detected that the selection instruction stays on a list, for example, when it is detected that the user's mouse moves to a list, a small window can pop up to display the model of the clothing asset.
[0076] Furthermore, in addition to clothing assets, other assets that require user selection can be displayed in the first display area. In one embodiment of the present application, a human body model also requires user selection, and an icon can be set for the human body model asset. For example, as shown in Figure 9, Figure 9 shows a schematic diagram of another first display area. In Figure 9, the first-level menu of the first display area is set with a human body model icon. When the user clicks on this icon, a submenu of human body model assets is expanded, and all human body models are displayed in the submenu.
[0077] Step 220 : Displaying the first clothing asset in the first display area in the second display area of the first display interface in response to a first user instruction.
[0078] Step 230 : In response to a second user instruction, display the first clothing asset in the first display area in the second display area of the first display interface.
[0079] When a first instruction of the user on the first interface is detected, a response is performed. The first instruction is an instruction for the user to select a clothing asset in the first display area. For example, the user can use the mouse to drag the coat in the upper clothing asset submenu in the first display area shown in Figure 7. The dragging operation is regarded as the first instruction. The clothing asset pointed to by the first instruction, i.e., the coat, is obtained, and the clothing asset is displayed in the second display area of the first display interface. The second display area is an area in the first interface, which is used to display the user's selection results for the options displayed in the first display area, such as assets. For example, as shown in Figure 10, Figure 10 shows a schematic diagram of a second display area. In Figure 10, the clothing of the coat asset indicated by the first instruction is displayed in the second display area to indicate that the user has selected the coat asset.
[0080] When a second instruction from the user on the first interface is detected, a response is performed. The second instruction is a user instruction to select a clothing asset in the first display area. For example, a user can use a mouse to drag a dress in the top clothing asset submenu in the first display area shown in FIG7 . This dragging operation is considered the second instruction. The clothing asset pointed to by the second instruction, i.e., the dress, is obtained and displayed in the second display area of the first display interface. As shown in FIG10 , the clothing of the dress asset indicated by the second instruction is displayed in the second display area to indicate that the user has selected the dress asset.
[0081] In some embodiments, the user instruction can be a selection of all selectable items displayed in the first display interface. For example, a user can touch the display module to drag. When the user touches the bottoms apparel asset in the first display area and drags the selected bottoms, a first user instruction is generated, and the bottoms selected by the first user instruction are displayed in the second display area. Subsequently, the user touches the tops apparel asset in the first display area and drags the selected top, generating a second user instruction, and the top selected by the second user instruction is displayed in the second display area. Finally, when the user touches the footwear apparel asset in the first display area and drags the selected shoes, a third user instruction is generated, and the shoes selected by the third user instruction are displayed in the second display area.
[0082] Step 240 : Obtain a collision level relationship, where the collision level relationship is used to indicate a display level of the clothing asset on the human body model.
[0083] Get the collision level relationship between clothing assets. The collision level relationship is used to indicate the display level of clothing assets on the human body model. Clothing with a higher display level will cover clothing with a lower level for display. For example, a selection card named Rendering can be set in the second display area or the third display area. When the user clicks the Rendering tab, the user is prompted to specify the collision level relationship between clothing assets. The collision level relationship can be set according to the matching effect that the user wants to achieve. For example, when the matching effect required by the user is socks entering the trouser legs, the collision level of the trouser legs can be set to be higher than the socks. Conversely, when the matching effect required by the user is socks wrapping around the trouser legs, the collision level of the trouser legs can be set to be lower than the socks.
[0084] In one embodiment of the present application, obtaining the collision level relationship includes: determining the display order of the first clothing asset and the second clothing asset in the second display area based on the first user instruction and the second user instruction; and generating the collision level relationship between the first clothing asset and the second clothing asset based on the display order.
[0085] The display order of clothing assets in the second display area can be determined by the order in which they are displayed. In this case, the user instructions for selecting clothing also specify the display order of clothing assets in the second display area. For example, when the first instruction is for the user to select and drag a coat from the top clothing asset submenu in the first display area, and the second instruction is for the user to drag a dress from the top clothing asset submenu in the first display area, the position where the first instruction ends can be higher than the position where the second instruction ends. For example, in the second display area shown in FIG10 , the first instruction can drag the coat to the top of the second display area, and the second instruction can drag the dress to the bottom of the second display area. In this case, the coat is displayed higher than the dress in the second display area. Based on the display order, the selection result is shown in FIG10 , where the coat is displayed at the top and the dress is displayed at the bottom. In another example, the order of user instructions specifies the display order of clothing assets in the second display area, such as when the collision level of the clothing asset corresponding to the first instruction is higher than the collision level of the clothing asset corresponding to the second instruction.
[0086] Then, the collision level of the coat can be set higher than the display level of the dress according to the display order. According to this display level, the coat will be displayed above the dress. For example, as shown in Figure 11, Figure 11 shows a schematic diagram of a rendering result. In Figure 11, in the overlapping area of the two, the coat will be displayed above the dress.
[0087] In the above embodiment, the user can specify the collision level of the clothing asset by selecting the instruction of the clothing asset, which is simple and convenient to operate and improves the convenience of interaction.
[0088] In one embodiment of the present application, the method further includes: in response to the third user instruction, acquiring the human body model corresponding to the first clothing asset and the second clothing asset.
[0089] The third user instruction is used to instruct rendering based on the clothing assets in the second display area. For example, a selection tab named "Render" can be set in the second display area or the third display area. When the user clicks the "Render" tab, the binding relationship between each clothing asset and the human model in the second display area will be automatically obtained. For example, in the second display area shown in Figure 10, upon receiving the third user instruction, the binding relationship between the coat and the human model, such as human model 2 and human model 3, will be obtained. In addition, the binding relationship between the dress and the human model, such as human model 2, will be obtained. The human model corresponding to both clothing assets can be human model 2. Human model 2 is used as the model to be rendered.
[0090] In one embodiment of the present application, the method further includes: in response to a sixth user instruction, displaying the human body model in the third area of the first display interface; correspondingly, in response to the first user instruction, displaying the first clothing asset in the first display area in the second display area of the first display interface, and further includes: in response to the first user instruction, rendering the first clothing asset on the human body model.
[0091] The user can select a human body model in the first display interface. For example, the first display area in the first display interface is shown in FIG9 . When the user first enters the interface and before selecting clothing, the user will be prompted to select a human body model in the first display area. For example, the user can drag a human body model in the human body model asset submenu in FIG9 to generate a sixth instruction, and the human body model specified by the sixth instruction will be displayed in the third display area. In another example, the sixth instruction is a preset instruction. When the first display interface is first displayed, a human body model will be obtained according to the preset sixth instruction and displayed in the third display area.
[0092] Accordingly, in response to a user's clothing asset selection instruction, in addition to displaying the clothing asset in the second display area of the first interface, the clothing asset is also rendered on the human body model. Upon detecting a first user instruction, the first clothing asset is rendered on the human body model in response to the first user instruction. Similarly, upon detecting a second user instruction, the second clothing asset is rendered on the human body model in response to the second user instruction, thereby achieving real-time rendering of user-selected clothing assets.
[0093] In the above embodiment, a human body model is selected in advance. When the user selects clothing assets, the selected clothing is rendered on the human body model, achieving real-time rendering of clothing assets, making it easier for the user to observe the matching effect in real time, thereby improving convenience.
[0094] Step 250 : In response to a third user instruction, the human body model is rendered according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and the rendering result is displayed in a third display area of the first display interface.
[0095] The third user instruction is used to instruct the rendering of the human body model based on the clothing assets and collision hierarchy relationship selected by the user. For example, a rendering tab is set on the first display interface. When the user clicks the tab, the third user instruction is generated. After the third user instruction is detected, the first clothing asset and the second clothing asset are stacked on the human body model according to the collision hierarchy relationship. For example, as shown in Figure 11, based on the hierarchy relationship between the coat and the dress, the coat has a higher hierarchy than the dress, so the dress should be configured on the human body model first, and then the coat should be configured on the human body model. After the two clothing models are configured, physical simulation is performed to automatically adjust the clothing model to a matchable appearance, and then the human body model is rendered, and the rendering result is displayed on the third display area for the user to observe the matching effect.
[0096] Through physical simulation, multiple pieces of clothing can be automatically adjusted to match each other, so that the clothes do not penetrate each other.
[0097] In one embodiment of the present application, the third user instruction can also be in other forms. For example, as shown in Figure 12, Figure 12 shows a schematic diagram of a rendering process. In response to the first user instruction, the first item of clothing selected by the user, namely pants, is displayed in the second display area, and as shown in Figure 12A, the pants are rendered in real time on the human body model for display. In response to the second user instruction, the second item of clothing selected by the user, namely the top, is displayed in the second display area, and as shown in Figure 12B, the top is rendered on the human body model for display. At this time, after detecting that the user has selected multiple clothing assets, a third user instruction is generated to render multiple items of clothing. For example, the top and pants are rendered together to generate a preliminary rendering result, and the preliminary rendering result is shown in Figure 12C. After obtaining the preliminary rendering result, the collision level relationship in the rendering result is set. For example, if the collision level of the top is set to be higher than that of the pants, the final rendering result is shown in Figure 12D.
[0098] Through the above-mentioned clothing display method, users can simply and quickly select any number of clothing items, realize real-time matching of multiple clothing items, and can also set the collision level of clothing on the human body model, which not only makes the rendering result more fitting and less prone to mistakes, but also can further enrich the matching forms.
[0099] In one embodiment of the present application, the method further includes: in response to a fourth user instruction, displaying the third clothing asset in the first display area in the second display area of the first display interface, the third clothing asset being an accessory asset; correspondingly, in response to the third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and displaying the rendering result in the third display area of the first display interface, including: in response to the third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, the second clothing asset, and the third clothing asset, and displaying the rendering result in the third display area of the first display interface.
[0100] The apparel assets displayed in the first display area of the first display interface include accessory assets. Accessory assets refer to accessory-related information such as socks and jewelry, including 3D models and materials.
[0101] In response to a fourth user instruction, which is a user instruction to select an apparel asset displayed in the first display area, the third apparel asset selected in the first display area is displayed in the second display area of the first display interface.
[0102] Accordingly, when the user issues a third user instruction to perform rendering, rendering will be performed based on the first clothing asset, the second clothing asset, the third clothing asset, and the hierarchical relationship between the three clothing assets.
[0103] In the above embodiment, the user can also select accessories for matching, which can generate a rendering effect with accessories, provide a choice of accessories, enrich the matching options, and generate a more comprehensive matching result, making the rendering effect closer to the real user status.
[0104] Furthermore, the user may also issue an instruction to change the display viewing angle of the human body model, or to change the movement of the human body model, or to change the accessories of the human body model.
[0105] After generating the rendering result, the user can further input adjustment instructions. The fourth instruction refers to the user's adjustment instruction for the rendering result. For example, the user can drag and drop to adjust the display perspective of the human body model, changing the display perspective of the rendering result. For example, the user can drag and drop to rotate, so that the side, back, and other perspectives of the human body model can be displayed, and the matching effect can be viewed from different angles. Alternatively, the user can drag and drop accessories to replace accessories on the human body model. For example, as shown in 12E, dragging a shoe-type clothing asset generates a fourth user instruction, and continues rendering according to the fourth user instruction, thereby changing the model's shoes. Alternatively, the clothing asset can be reselected to adjust the clothing on the human body model, or the model's actions can be instructed and rendered according to the instructions to change the model's actions.
[0106] In the above embodiment, after the rendering result is generated, the user can make adjustments in real time to change the rendering effect, which is convenient for the user to observe the effects under different model states and different combinations.
[0107] In one embodiment of the present application, the method further includes: generating a matching image based on the rendering result, and displaying the matching image on the second display interface; and changing the facial area of the human body model in the matching image in response to a fifth user instruction.
[0108] The real-time rendering result of the human body model is obtained to generate a matching image. The matching image can be exported individually or temporarily saved to a system folder. For example, the matching image is shown in FIG11 , and the saved matching image can be displayed on the second display interface.
[0109] Furthermore, by viewing the temporarily saved image list, hovering the cursor over an image will display the asset information of the matching clothing. As shown in Figure 11, a small window will pop up when the cursor is hovered over an image. Images can be dragged to the selection area or deleted, and all images can be exported or uploaded to the cloud.
[0110] For example, a tab can be provided. When a user clicks on the tab, a fifth user instruction is generated. The fifth user instruction is used to instruct to perform a real-life face swap on a human model in the image. When the fifth user instruction is detected, the facial region of the human model in the paired image is modified in response to the fifth user instruction.
[0111] In the above embodiment, the matching image is replaced with a face to realize real-life dressing, providing more diverse dressing display effects, and making it easier for users to observe the dressing of real people.
[0112] As shown in FIG13, FIG13 is a schematic block diagram of a clothing matching system 1300 provided in an embodiment of the present application. As shown in FIG13, the system includes: a human-computer interaction module 1301 and a processing module 1302,
[0113] The human-computer interaction module 1301 is used to receive user instructions and display, and the human-computer interaction module can present a first display interface;
[0114] The processing module 1302 is used to obtain multiple clothing assets and display the multiple clothing assets in the first display area of the first display interface; in response to a first user instruction, display the first clothing asset in the first display area in the second display area of the first display interface; in response to a second user instruction, display the second clothing asset from the first display area in the second display area of the first display interface; obtain a collision hierarchy relationship, the collision hierarchy relationship is used to indicate the display hierarchy of the clothing assets on the human body model; in response to a third user instruction, render the human body model according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and display the rendering result in the third display area of the first display interface.
[0115] In one embodiment of the present application, the matching system includes an asset database, and the asset database includes a temporary cache module, a matching library module, an asset library module, and a project configuration module; the temporary cache module is used to cache all clothing assets displayed in the second display area; the matching library module is used to save all clothing assets displayed in the second display area; the asset library module is used to save clothing assets; the project configuration module is used to save project information, and each piece of project information includes: project information, time information, and matching information, and each piece of matching information is information generated and saved once by the matching library module.
[0116] For example, the asset database is shown in Figure 14, which is a schematic block diagram of an asset database provided in an embodiment of the present application. The asset database in Figure 14 includes an asset library module, and the asset library module contains multiple asset libraries. Each asset library is used to store relevant data of clothing assets such as digital clothing assets, business information, business information inventory color numbers, etc. The above-mentioned digital clothing assets may include digital models of clothing assets, material information, etc.
[0117] The asset database in Figure 14 includes a matching library module, which contains multiple matching libraries. Each matching library is used to store data related to matching results. The information stored in each matching library includes matching result assets. Matching result assets refer to the results and business information saved by the user for the clothing assets displayed in the second display interface, and the relevant data of each clothing asset in the matching results, such as business information inventory color number.
[0118] The asset database in Figure 14 includes a temporary cache module, which is used to cache matching information and the asset-related data associated with each cached matching information. Matching information refers to the temporary storage of clothing assets displayed on the second display interface by the user. The matching information stored in the temporary cache module in Figure 14 is the matching information. The temporary cache module also stores the business information, inventory, and color numbers of the clothing items involved in the matching information.
[0119] The asset database in Figure 14 includes a project configuration module, which is used to save project information, especially project configuration information. The project information can be used to manage the information saved by the matching library module, which records the project information, time information, included matching information, update time, etc. of each project. One matching information refers to the information generated by the matching module once saved, that is, a matching result.
[0120] Each module in the asset database is an independent structure, which facilitates data processing.
[0121] Furthermore, the asset database provides a complete link for data creation, updating, deletion, and loading. Each functional module is encapsulated into an independent interface, eliminating coupling and ensuring the correctness of each operation logic.
[0122] In one embodiment of the present application, the matching system also includes a cloud communication module, which is used to download digital assets, including the clothing assets, the human body model, and business information; the cloud communication module is also used to generate structural assets, including matching images, time, creator, and the number of the clothing assets associated with the matching image, and the matching image is generated by the rendering result; the cloud communication module is also used to download the structural assets and the clothing assets corresponding to the numbers in the structural assets.
[0123] Figure 15 is a schematic block diagram of a clothing matching system provided in an embodiment of the present application. The clothing matching system in Figure 15 includes clothing matching software and a digital asset management platform. The clothing matching software includes a human-computer interaction module 1301. Data transmission and management are performed between the clothing matching software and the digital asset management platform through a cloud communication module.
[0124] The cloud communication module can manage digital clothing assets in the cloud platform, and each asset has an independent number.
[0125] The clothing matching software downloads assets through the cloud communication module, downloading digital models of clothing, business information, clothing data and other asset content for use in the display interface of the human-computer interaction module;
[0126] The clothing matching software imports digital assets into the software. Users can match and combine virtual clothing assets through the clothing matching software. Users randomly match and combine assets, and fit them to the appropriate state through real-time simulation. After completing the matching, the picture is rendered to generate a matching combination diagram.
[0127] The cloud communication module packages the matching combination diagram, business information, clothing SKC number, creator, time, corresponding and associated multiple styles into a numbered structured asset and uploads the structured asset to the digital asset management platform, so that these matching pictures can be managed or browsed through the cloud.
[0128] The cloud communication module browses, manages, and re-edits these structured assets.
[0129] The clothing matching software downloads the structured asset into the matching software, associates it with the digital clothing number contained in the asset, and downloads the corresponding digital clothing asset.
[0130] An embodiment of the present application further provides a non-volatile computer-readable storage medium (hereinafter referred to as storage medium), on which a computer program is stored. When the computer program is run by a computer such as the above-mentioned electronic device, the above-mentioned clothing display method is executed.
[0131] It should be noted that the various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same and similar parts between the various embodiments can be referenced to each other.
[0132] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of the devices, methods and computer program products according to the multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of the code, and the module, program segment or a part of the code contains one or more executable instructions for implementing the specified logical functions. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or action, or can be implemented using a combination of dedicated hardware and computer instructions.
[0133] In addition, the functional modules in each embodiment of the present application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0134] If the functions are implemented in the form of software function modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a computer-readable storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a laptop, a server, or an electronic device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned computer-readable storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0135] The above description is merely a specific embodiment of the present application, but the scope of protection of the present application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in the present application should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.
Claims
1. A clothing display method, characterized in that: include: Acquire a plurality of clothing assets, and display the plurality of clothing assets in a first display area of a first display interface; In response to a first user instruction, displaying a first clothing asset in the first display area in a second display area of the first display interface; In response to a second user instruction, displaying a second clothing asset in the first display area in a second display area of the first display interface; Acquire a collision level relationship, where the collision level relationship is used to indicate a display level of the clothing asset on the human body model; In response to a third user instruction, the human body model is rendered according to the collision level relationship, the first clothing asset, and the second clothing asset, and the rendering result is displayed in a third display area of the first display interface.
2. The method according to claim 1, characterized in that The obtaining of the collision level relationship includes: Determining a display order of the first clothing asset and the second clothing asset in the second display area according to the first user instruction and the second user instruction; A collision level relationship between the first clothing asset and the second clothing asset is generated according to the display order.
3. The method according to claim 1, characterized in that The method further comprises: In response to a fourth user instruction, displaying a third clothing asset in the first display area in a second display area of the first display interface, the third clothing asset being an accessory asset; Accordingly, in response to the third user instruction, rendering the human body model according to the collision hierarchy relationship, the first clothing asset, and the second clothing asset, and displaying the rendering result in the third display area of the first display interface includes: In response to the third user instruction, the human body model is rendered according to the collision hierarchy relationship, the first clothing asset, the second clothing asset, and the third clothing asset, and the rendering result is displayed in a third display area of the first display interface.
4. The method according to claim 1, characterized in that: The method further comprises: generating a matching image according to the rendering result, and displaying the matching image on a second display interface; In response to a fifth user instruction, a facial region of the human model in the matched image is changed.
5. The method according to claim 1, characterized in that The method further comprises: In response to the third user instruction, the human body model corresponding to the first clothing asset and the second clothing asset is obtained.
6. The method according to claim 1, characterized in that The method further comprises: In response to a sixth user instruction, displaying the human body model in a third area of the first display interface; Accordingly, in response to the first user instruction, displaying the first clothing asset in the first display area in the second display area of the first display interface further includes: In response to the first user instruction, the first apparel asset is rendered on the human body model.
7. A clothing matching system, characterized in that: The clothing matching system includes a human-computer interaction module and a processing module. The human-computer interaction module is used to receive user instructions and display, and the human-computer interaction module can present a first display interface; The processing module is used to obtain a plurality of clothing assets and display the plurality of clothing assets in a first display area of the first display interface; In response to a first user instruction, displaying a first clothing asset in the first display area in a second display area of the first display interface; In response to a second user instruction, displaying a second clothing asset in the first display area in a second display area of the first display interface; Acquire a collision level relationship, where the collision level relationship is used to indicate a display level of the clothing asset on the human body model; In response to a third user instruction, the human body model is rendered according to the collision level relationship, the first clothing asset, and the second clothing asset, and the rendering result is displayed in a third display area of the first display interface.
8. The system according to claim 7, characterized in that The collocation system also includes an asset database, which includes a temporary cache module, a collocation library module, an asset library module, and a project configuration module; The temporary cache module is used to cache all clothing assets displayed in the second display area; The collocation library module is used to store all clothing assets displayed in the second display area; The asset library module is used to store clothing assets; The engineering configuration module is used to store engineering information. Each engineering information includes: project information, time information, and collocation information. Each collocation information is generated and saved once by the collocation library module.
9. The system according to claim 7, characterized in that The matching system further includes a cloud communication module, and the cloud communication module is used to download digital assets, and the digital assets include the clothing assets, the human body model, and business information; The cloud communication module is further used to generate a structure asset, wherein the structure asset includes a matching image, a time, a creator, and a number of a clothing asset associated with the matching image, wherein the matching image is generated by the rendering result; The cloud communication module is also used to download the structural assets and the clothing assets corresponding to the numbers within the structural assets.
10. An electronic device, characterized in that: include: A memory and a processor, wherein the processor is connected to the memory; The memory is used to store programs; The processor is used to call the program stored in the memory to execute the method according to any one of claims 1 to 6.
11. A computer-readable storage medium, characterized in that: A computer program is stored thereon, and when the computer program is executed by a processor, the method according to any one of claims 1 to 6 is executed.
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