Abstract

Abstract The youth of today are much more technologically adept than previous generations. This has led to many technological innovations, and the development of these innovations has in turn altered our perception of the world. The film, gaming, and clothing industries have been forced to embrace new technology to satisfy the demand of people for a more realistic virtual experience. These industries all rely on the use of 3D avatars to create virtual depictions of the human body. In the gaming and film industry, the accuracy of the avatar is not so critical. The avatars used in computer games and CGI sections of films have soft contours, which look visually appealing, but are not necessarily accurate to the human form. By contrast, the apparel industry needs to focus on creating very accurate avatars, which represent each person's body shape for virtual fitting to achieve realistic, well-fitted garments. This article describes the methods used to build an avatar and compares the draping between the following scenarios: the real avatar with a real garment, the real avatar with a virtual garment, and finally the virtual avatar with a virtual garment. This research will help to understand how the body shape can affect the virtual fit.

Highlights

  • The clothing industry has long struggled to create patterns which fit well to the human body

  • The clothing industry did not have an anthropometric database to aid the development of patterns which would fit the representative body measurements and shape of that time

  • The avatar generated by current 3D virtual fitting software is perfectly symmetrical; this is not the case for the real human body

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Summary

Introduction

The clothing industry has long struggled to create patterns which fit well to the human body. Many online retailers offer a personalized fit option, where the customer supplies information including age, height, bust, waist, and hip measurements These data help the software to generate a smooth, symmetrical avatar. A smooth, symmetrical avatar is unsuitable as it is not able to correctly simulate clothes’ fitting in this case In the future, it should be possible for disabled people to use the avatar software to depict the real shape of their body to accurately assess the fit of clothing, instead of using an automatically generated avatar created from a database. When the body is scanned using a 3D scanner such as TC2, independent measurements can be obtained for the left and right sides of the body This data can be used to create very accurate patterns that are tailored to that person. The scannergenerated avatar cannot be relied on for accurate fitting of clothing [5]

Limitations of virtual fitting software avatars
Methodology for creating a realistic custom avatar
Real fitting versus virtual fitting using the actual human body
Conclusion

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