1 / 18

Connected 3D Fashion Experiences Consultation Workshop - 19 January 2010, Brussels

Connected 3D Fashion Experiences Consultation Workshop - 19 January 2010, Brussels. Prof. Nadia Magnenat-Thalmann & Dr. Dimitris Protopsaltou MIRALab – University of Geneva thalmann@miralab.unige.ch dimitris@miralab.unige.ch. MIRALab. MIRALab was founded in 1989 at the University of Geneva

zubeda
Télécharger la présentation

Connected 3D Fashion Experiences Consultation Workshop - 19 January 2010, Brussels

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Connected 3D Fashion ExperiencesConsultation Workshop - 19 January 2010, Brussels Prof. Nadia Magnenat-Thalmann & Dr. Dimitris Protopsaltou MIRALab – University of Geneva thalmann@miralab.unige.ch dimitris@miralab.unige.ch

  2. MIRALab • MIRALab was founded in 1989at the University of Geneva • MIRALab director : • Prof. Nadia Magnenat-Thalmannthalmann@miralab.unige.ch • MIRALab team: • 8 post doc and senior researchers • ~20 researchers and PhD students • ~10 MSc students

  3. Expertise of MIRALab A pluridisciplinary lab working on virtual human simulation and virtual worlds Collaborative virtual environments Facial animation Mixed realities User centric Multimedia Medical simulation Motion capture Graphics standardization Virtual clothing Virtual heritage Hair simulation Body animation Personality and emotion simulation Web 3D Multidevices platform (PDAs & cellphones)

  4. The User-Centric approach in Fashion • Connected 3D Fashion Experiences is about: • Garments, Shoes, Jewellery and Hairstyle • Collaborative Design • Virtual Try-On

  5. apparel concept • feel and look • fabrics Traditional Garment process The EU textile and clothing sector is one of the two biggest players in the world market. Represents 29% of the world exports • prototyping • single size • use samples of fabric or • fabric printed in-house • technical sketches • style and form • color and shape composition • pockets, embroidery, finishing • fabric specs • structure, weaved, knitted • colors and prints • grading and fitting • made by grading specialists • house specific grading system • grading heuristics • 2D patterns • made by pattern developers • based on technical sketches • accessories • buttons, zippers, laces • 2D pattern making • fabric cut optimization • marker design • production • in-house or outsourced • cutting, sewing, finishing

  6. Virtual Garment Design in Collaborative Environment

  7. Virtual Garment Design in Collaborative Environment • A new working paradigm • A Collaborative Working Environment that supports people in their individual and cooperative work.

  8. Level 02 Level 01 Virtual Garment Design in Collaborative Environment • Different level of navigation • Local workspace (Individual work) • Shared workspace(cooperative work)

  9. User Centric “Virtual Try-On” • VTO is an online application, allowing anybody to try-on virtual garments • For consumers • Online shopping: “I like this garment, but how does it look on my body and will it fit?” • For designers • Rapid prototyping/evaluation of a design in various sizes and with various fabrics

  10. Existing Virtual Try-On for consumers • 2-Dimensional images • Synthetic models • Garments overlaid on body image • Limited adjustment of body • Fixed viewpoints • Photo-based approaches • Images of real garments • Garments overlaid on bodies • No adjustment of body • Fixed viewpoints • 3-Dimensional model • Free view of entire static 3D model • Garments are 3D Meshes • Garments deformed (skinned) to body In general there is no animation, a very limited personalizationof body measurements and there is no physical simulation of the garments

  11. The Virtual TryOn (VTO) • Combines three different modules into a single coherent application • Body sizing • 23 Parameters • Animation automatically retargeted to new sizes • Garment sizing • On-the-fly switching between different sizes • No new files needed • High quality simulation • Highly accurate simulation • Generates video output

  12. Virtual Try-On for designers and consumers the Zegna outfit

  13. An example: Zegna outfit • Garment Prototyping

  14. Next possible Scenario… Walking outside a display window; you take a photo of dressed mannequin Entering a fashion store; you take a photo of garment draped in the hanger Attending a fashion show; you take a photo of a model walking on the catwalk You and your friends experience real-time 3D interactive virtual dressed humans You evaluate how tight is a garment style and how it interacts with your body skin. You are using your phone to customise a 3D garment to fit your body size

  15. Future challenges 1 • Virtual fashion environments tightly coupled to the physical world • Enabled by context-aware wearable and mobile devices • that will become “a viewfinder for our fashion style” • Holistic and scalable “social shopping” platform for mobile users • Searches and retrieves pertinent 3D fashion styles with integrated fit and comfort knowledge • Multi-modal search of deformed 3D objects • Deformable 3D garment recognition and retrieval based on multi-modal (photos and/or sketches) search queries • Realise the “extended fashion store” that enables mobile and social shopping • Seamless session migration enables personal mobility • Allows the store-based services and content to follow the consumer

  16. Future challenges 2 • 3D content workflow supporting mobile environments • Enable interoperable styles and personas to be shared between various mobile devices and multiple connected worlds • Visualisation of large number of virtual objects composed of large and complex data sets • Body scans, deformation maps, motion capture, 3D garments and virtual fabrics • Real-time interaction protocol preserves the real-time interactive performance of users. • A real-time interactive media flow protocol ensures: • low latency, end-to-end peering capability, security and scalability

  17. Future challenges 3 • Robust and real time simulation • GPU-optimised virtual prototyping tools • automated 2D-to-3D design process and animation of 3D scanned bodies • Haptic interfaces, which convey a sense of touch, • enabling users to “feel” the virtual 3D fabrics they are manipulating • New models for online collaboration • Collaborators can develop a simulation jointly in real time but they also can contribute to the simulation at different times. • Raise issues of ownership and trading of virtual garments as well as privacy data protection and fair right of use. • Social ad-hoc interaction platform can support “spontaneous interactions” among users • Share contents and users’ experiences • Without trespassing privacy and as well as extend and enrich users’ social relationships with their interests and emotions.

  18. Thank you for your attention Contact: Dimitris Protopsaltou Dimitris@miralab.unige.ch Nadia Magnenat-Thalmann thalmann@miralab.unige.ch

More Related