Modelling 3D Avatar for Virtual Try on



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Modelling 3D Avatar for Virtual Try on NADIA MAGNENAT THALMANN DIRECTOR MIRALAB UNIVERSITY OF GENEVA DIRECTOR INSTITUTE FOR MEDIA INNOVATION, NTU, SINGAPORE WWW.MIRALAB.CH/ Creating Digital Humans Vertex by vertex design MIRALab Gypsum Statue of Humphrey Bogart Meshgrid plotted on the statue with a pencil Vertex by vertex, each coordinate is transferred into the computer intuitively Model is rendered Some other models that are used for modeling(1987)

Creating Digital Humans Sculpting a geometric primitive Box model Intensive user interaction Rendered Model Final Mesh Free form interactive modeling with a geometric primitive. Peter Ratner, 3-D Human Modeling and Animation, Wiley Pub., 2003 Creating Digital Humans 3D Authoring tools for human body design Uses Template Models Postures Motions Gestures Textures Facegen POSER Digital human modeling software

Creating Digital Humans 3D Body Scanners Acquires precise surface structure. Creating Digital Humans 3D body scanner Image based 3D scanner 80 compact cameras synchronized and control from a single computer placed on hexagonal structure Output: 80 pictures taken simultaneously from various angles 3D reconstructed avatar 3D scanner setup 6

Creating Digital Humans Post processing using agisoft photoscan Generate automatically mask to facilitate reconstruction Remove green artefact on the skin to improve texture quality Raw data Mask Color correction 7 Modeling Pipeline Body Scan Post-processing Animation Body sizing Scanner System Almost automatic 3DS Max and MIRALab plugins some user interaction Industry Standard COLLADA format Rapid Visualization Environment Raw data (Point cloud) I/O Outlier Filt. Noise Filt. Smoothing Hole Filling Triangulation I/O Skeletonize Skinning Segmentation Customized Body Size Skeleton Adaptation I/O Animated Model I/O Efficient Rendering

Animating Digital Humans Early Cloth Simulation Models at MIRALab B. Lafleur, N. Magnenat Thalmann, D. Thalmann, Cloth Animation with Self Collision Detection. Proc. IFIP Conf. on Graphics Modeling, Tokyo, Japan, Springer, pp. 179 197, 1991 M. Carignan, Y. Yang, N. Magnenat Thalmann, D. Thalmann, Dressing Animated Synthetic actors with Complex Clothes. Computer Graphics (Proc. SIGGRAPH '92), ACM Press, Vol. 26, No. 2, pp. 99 104, 1992

Problems to be solved in Clothing Research Mechanical Properties of Cloth How to describe the mechanical behavior of cloth. Mechanical Modeling How to simulate these properties on virtual cloth. Numerical Integration How to solve the differential equations resulting from the mechanical model. Collision Detection How to detect efficiently contacts between cloth and other objects. Collision Response How to take into account these contacts in the simulation. 1. Mechanical Properties Internal Forces (From surface deformations) Elasticity (metric, curvature) Viscosity Plasticity External Forces (From environment interactions) Gravity, Air Viscosity Contact reaction, Friction Miscellaneous Interactions

2. Mechanical Modeling Representation of Mechanical Parameters on a Virtual Cloth Surface Geometrical modeling: Surface discretization Triangles, Quadrangles,... Polygons, Bezier patches, Regular grid, Arbitrary topology,... Animation: Time discretization Successive frames along time. 3. Numerical Integration The mechanical model defines a law relating force to position and speed. F(P(t), P (t)) Newton s law relates acceleration to force and mass: F M P (t) A differential system should be resolved along time Huge number of degrees of freedom: Efficient methods are needed. M P (t) F(P(t), P (t))

4 5 Collision Detection and Response Integrating Collision Effects in the Mechanical Model Reaction Effects Prevent interpenetration of surfaces. Necessary for geometrical consistency. Friction Effects Dissipative forces that oppose sliding. Contribute to realistic contact effects. Exhibition Robert Piguet Exhibition Robert Piguet : High Fashion in Equations Project in collaboration with The Swiss Fashion Museum of Yverdon les Bains, Switzerland Context of the collaboration The Swiss Fashion Museum of Yverdon les Bains had the privilege of receiving 3,000 original sketches made by several trainees of renowned Designer Robert Piguet. The exhibit, titled Exposition Robert Piguet: From1933 to 1951, traces Mr. Piguet s career.

Exhibition Robert Piguet New ideas are illustrated with aesthetic drawings. Sketches by Marc Bohan, Hubert de Givenchy and Serge Guérin Exhibition Robert Piguet Having the desired 3D shape in mind, the 2D patterns are designed by experts according to pattern construction rules:

Exhibition Robert Piguet Model designed by Givenchy Exhibition Robert Piguet Model designed by Guèrin

Exhibition Robert Piguet Model designed by Givenchy Exhibition Robert Piguet also film selected at SIGGRAPH ELECTRONIC THEATER (2007, San Diego, USA)

What is a Virtual Try On? An (online) application, allowing you to try on virtual objects (before purchase). There are many (online) examples Jewelry Watches Glasses Garments A Virtual Try On for garments A Virtual Try On for garments has been approached from many different angles Evaluate garments for style The commercial majority falls into this category Evaluate garments for fit Academic research and some commercial solutions A spectrum of approaches 2D Photos of actual garments or Drawings Overlaid on a model s body like paper dolls 2.5D 2D elements viewable from many angles Gives the illusion of 3D Input can come from either 2D or 3D 3D Full 3D real-time rendering Both models and garments are meshes Possibly includes animation and simulation

VTO Approaches: 2.5D My Virtual Model Mimic Me Optitex 3D Virtual Clothing Our Virtual Try On: Overview 3D Application Real time simulation of garments Try On using Virtual Human Real time 3D avatar creation based on user morphology Garments customisation Virtual mirror using Microsoft Kinect Multi device and multi user system

Our Virtual Try On: Body sizing An accurate body is essential To try on clothing, you need a virtual body that represents your own Start from a template body Generate a body with your sizes based on anthropometric data Use a picture of the user to increase immersion and realism Interface and Interaction Kinect client Morphology extraction using depth image

Interface and Interaction Kinect client Real time reconstruction of the animation Our Virtual Try On: Demo

Thank you for your attention