Virtual Fitting System Using Hybrid Rigging and Cloth Simulation
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Solution Overview
Problem
Current virtual fitting technologies face challenges in providing real-time, visually realistic simulations of customer movement and garment interaction, leading to high return rates in online garment sales due to the lack of a fitting room experience.
Innovation Solution
A method and system for virtual fitting that involves creating a customer avatar and garment model, registering the garment on the avatar, capturing motion images, performing simulation and rendering to display the avatar and garment in real-time, using a combination of rigging and cloth simulation to ensure accurate and realistic garment interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If real-time virtual fitting simulation is implemented, then customer shopping experience is improved, but computational complexity and processing time increase
Solution Approach 1:
The garment simulation process is divided into two distinct segments: rigging simulation that attaches garment vertices to body vertices based on distance thresholds, and cloth simulation that applies physical forces only to vertices exceeding the threshold. This segmentation allows the system to process only the necessary portions in real-time, reducing overall computational complexity while maintaining visual realism.
Solution Approach 2:
The system applies partial simulation by using a distance threshold to determine which garment vertices require cloth simulation treatment. Only vertices farther than the threshold from body vertices undergo full cloth simulation, while closer vertices use simplified rigging. This partial action approach reduces computational load compared to applying full cloth simulation to all vertices, enabling real-time processing.
2Measurement precision
If cloth simulation is performed on all garment vertices, then simulation accuracy is improved, but processing time increases
Solution Approach 1:
The system applies different simulation qualities to different regions of the garment based on local conditions. Vertices closer to the body use simplified rigging with direct vertex attachment, while vertices farther away use full cloth simulation with physical forces. This local differentiation optimizes processing time by applying computationally intensive simulations only where visually necessary, while maintaining accuracy in critical regions.
Solution Approach 2:
Instead of applying cloth simulation to all garment vertices, the system performs partial simulation only on vertices that exceed the distance threshold from body vertices. This selective approach significantly reduces processing time while maintaining simulation accuracy in the regions that matter most for visual realism.
3Manufacturing precision
If distance threshold is reduced for rigging, then garment fit accuracy is improved, but number of constrained vertices increases
Solution Approach 1:
The system uses the distance threshold as a controllable parameter to balance between garment fit accuracy and computational complexity. By adjusting this parameter, the system can optimize performance based on specific garment types and desired visual fidelity. The threshold acts as a tuning parameter that determines the transition point between rigging and cloth simulation modes.
Data Source
AI summary
A method for virtual fitting, includes providing a customer avatar and a garment model of a selected garment; registering the garment model to the customer avatar to obtain a dressed garment; capturing a motion image of the customer; performing simulation to the customer avatar and the dressed garment based on the motion image; rendering the simulated customer avatar-garment; and displaying the rendered avatar-garment on a displaying device. Rigging is performed to the dressed garment to obtain rigged garment, and cloth simulation is performed to the dressed garment model to obtain simulated cloth. Each vertex of the simulated cloth has a distance to nearest body mesh vertices on the simulated customer avatar, and the simulated garment is the rigged garment when the distance is less than 0 or the distance is greater than a threshold distance. Air mesh between the avatar and the garment is used for collision detection.


