Invention Title:

VIRTUAL FITTING ROOM

Publication number:

US20240420225

Publication date:
Section:

Physics

Class:

G06Q30/0643

Inventors:

Assignee:

Applicant:

Smart overview of the Invention

A virtual fitting room method has been developed to allow users to try on garments virtually. This process involves scaling a base model according to the user's brassiere band and cup sizes. The garment is then rendered onto this scaled model by overlaying a base product mesh and mapping it to the garment's image. The fit is assessed by calculating distances between specific reference points on the model's skin and the inside face of the mesh, and feedback is provided based on this comparison.

Technical Field

The method relates to computer-implemented techniques for virtual garment fitting, enhancing user experience by simulating how clothing items would appear on a virtual representation of themselves. This approach addresses privacy concerns by utilizing non-proprietary user information for avatar creation, thus minimizing the need for personal images or detailed physical characteristics.

Background Information

Existing technologies in apparel simulation often require users to provide personal images or detailed measurements, which raises privacy issues. Unlike previous methods, this virtual fitting room utilizes non-proprietary data, reducing privacy risks and offering a streamlined process for users to visualize clothing fits. This system minimizes avatar variations needed for different apparel, optimizing selection availability without compromising user privacy.

System Description

The system involves creating a 3D avatar based on user-provided characteristics, which is then stored and associated with the user's profile. Users can interact with their avatars through various devices like smartphones or computers, selecting garments to view in different poses. This interaction is facilitated by a networked system comprising personal computing devices and cloud-based resources.

User Interaction

Users engage with the virtual fitting room via personal computing devices equipped with CPUs and GPUs that execute the necessary software applications. These devices connect to networks to access cloud-based computing resources, enabling real-time rendering of garments on avatars. Input can be provided through various interfaces, including touch screens, ensuring a seamless user experience.