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dc.contributor.authorSiegmund, Dirken_US
dc.contributor.authorSamartzidis, Timotheosen_US
dc.contributor.authorDamer, Naseren_US
dc.contributor.authorNouak, Alexanderen_US
dc.contributor.authorBusch, Christophen_US
dc.contributor.editorJan Bender and Christian Duriez and Fabrice Jaillet and Gabriel Zachmannen_US
dc.date.accessioned2014-12-16T07:27:46Z
dc.date.available2014-12-16T07:27:46Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-71-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20141228en_US
dc.description.abstractThis paper describes a solution for 3D clothes simulation on human avatars. The proposed approach consists of three parts, the collection of anthropometric human body dimensions, cloths scanning, and the simulation on 3D avatars. The simulation and human machine interaction has been designed for application in a passive In- Shop advertisement system. All parts have been evaluated and adapted under the aim of developing a low-cost automated scanning and post-production system. Human body dimension recognition was achieved by using a landmark detection based approach using both two 2D and 3D cameras for front and profile images. The human silhouettes extraction solution based on 2D images is expected to be more robust to multi-textured background surfaces than existing solutions. Eight measurements corresponding to the norm of body dimensions defined in the standard EN-13402 were used to reconstruct a 3D model of the human body. The performance is evaluated against the ground-truth of our newly acquired database. For 3D scanning of clothes, different scanning methods have been evaluated under apparel, quality and cost aspects. The chosen approach uses state of the art consumer products and describes how they can be combined to develop an automated system. The scanned cloths can be later simulated on the human avatars, which are created based on estimation of human body dimensions. This work concludes with software design suggestions for a consumer oriented solution such as a virtual fitting room using body metrics. A number of future challenges and an outlook for possible solutions are also discussed.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectLine and curve generationen_US
dc.titleVirtual Fitting Pipeline: Body Dimension Recognition, Cloth Modeling, and On-Body Simulationen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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