• Title/Summary/Keyword: 3D avatar generation

Search Result 18, Processing Time 0.022 seconds

A Study on the Body Shape Analysis for an Avatar Generation of the Virtual Fitting System -Focusing on Korean Women in their 20's-

  • Jang, Heekyung;Chen, Jianhui
    • Journal of Fashion Business
    • /
    • v.22 no.3
    • /
    • pp.122-142
    • /
    • 2018
  • In the virtual fitting system, the use of a 3D avatar is not a simple garment model, but it should be able to reproduce the size and shape of the customer using a fitting system. Although various virtual fitting systems have their own 3D avatar sizing systems and provide 3D avatars that match the size of the customer, there are limitations in realizing the actual body shape in actual use by the consumer. The purpose of this study is to realize a 3D avatar with excellent size and conformity for customer use. Therefore, this study aims to provide basic data for the formation of a 3D standard avatar of Korean women aged in their 20's, by comparing and analyzing the degree of the consumer user friendly system change of a body type, and the consumer's ability in selecting a consumer representative body type. Based on the survey data of 'Size Korea' conducted from 2004 to 2015 at three times, we examined the change of body shape over 10 years. Then, based on the results of 6th and 7th data, 4 factors of the concurrent body shape change of women of the consumer demographic studied were selected through the use of a factor analysis. Following this analysis, the 4 extracted factors were clustered again and finally released 7 representative body types, which were obtained based on height and weight. The size of each representative figure is derived by the use of a regression analysis, and it is used as a basic data for 3D avatar formation of the virtual fitting system.

Intellectual Property Rights Analysis of 3D Avatars for Ubiquitous Fashion Business (유비쿼터스 패션 비즈니스를 위한 3차원 Avatar의 지적재산권 분석)

  • Park, Ha-Jin;Chang, Sue-Hyun;Park, Chang-Kyu
    • Journal of Fashion Business
    • /
    • v.13 no.4
    • /
    • pp.37-50
    • /
    • 2009
  • Recently, as individual 3D avatars are rapidly generalized in internet sites, its commercial applications for fashion business are being tried in ubiquitous fashion shopping era. In this research, we have investigated and analyzed patent problems of 3D avatar including personal body data to activate the fashion business using 3D avatars. Here, considering the patents for 3D face and body generation methods are already published, this research is focused on whole 3D body avatar obtained from individual body information. Firstly, definition of 3D avatar and its application cases have been investigated and then it has been researched whether or not legal protections by patent law, copyright law, computer program protection law, design protection law and fair competition laws are feasible in view of the subjects to be protected in each law and requirements for such protections. It was revealed that patent law may provide legal protections for 3D avatar and domestic and foreign patents related to 3D avatar have been researched.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • Fashion & Textile Research Journal
    • /
    • v.17 no.3
    • /
    • pp.421-428
    • /
    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

Online Face Avatar Motion Control based on Face Tracking

  • Wei, Li;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.6
    • /
    • pp.804-814
    • /
    • 2009
  • In this paper, a novel system for avatar motion controlling by tracking face is presented. The system is composed of three main parts: firstly, LCS (Local Cluster Searching) method based face feature detection algorithm, secondly, HMM based feature points recognition algorithm, and finally, avatar controlling and animation generation algorithm. In LCS method, face region can be divided into many small piece regions in horizontal and vertical direction. Then the method will judge each cross point that if it is an object point, edge point or the background point. The HMM method will distinguish the mouth, eyes, nose etc. from these feature points. Based on the detected facial feature points, the 3D avatar is controlled by two ways: avatar orientation and animation, the avatar orientation controlling information can be acquired by analyzing facial geometric information; avatar animation can be generated from the face feature points smoothly. And finally for evaluating performance of the developed system, we implement the system on Window XP OS, the results show that the system can have an excellent performance.

  • PDF

Generating Face Textures for 3D Avatars from Photos (실사 영상을 사용한 3차원 아바타 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
    • /
    • v.8 no.1
    • /
    • pp.49-58
    • /
    • 2008
  • In this paper, we propose a texture generation scheme for 3D avatars from three or more human face photos. First, we manually mark image positions corresponding to vertices of a given UVW map. Then, a face texture is automatically generated from the photo images. The proposed texture generation scheme extremely reduces the amount of manual work compared with the classical methods such as Photoshop-based schemes. The generated textures are photorealistic since the textures fully reflect the naturalness of the original photos. The texture creation scheme can be applied to any kind of mesh structures of 3D models and mesh structures need not be changed to accommodate the given textures. We created face textures from several triplets of photos and mapped them to 3D avatar faces. Experimental results showed that visual realism of avatar faces is much enhanced by the face textures.

  • PDF

Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items- (메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로-)

  • Sojin Kim;Boyoung Kang
    • Journal of Fashion Business
    • /
    • v.27 no.5
    • /
    • pp.60-77
    • /
    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.6
    • /
    • pp.354-362
    • /
    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.11
    • /
    • pp.3121-3144
    • /
    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

A Study on Obstacle-Free Path Generation of Avatar using Conformal Mapping (등각 사상을 이용한 인체 아바타의 장애물 회피 경로 생성에 관한 연구)

  • Kim, Jong-Sung;Do, Jun-Hyeong;Park, Kwang-Hyun;Kim, Jung-Bae;Song, Kyung-Joon;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.38 no.1
    • /
    • pp.7-18
    • /
    • 2001
  • In this paper, we present a new method to generate obstacle-free path by using conformal mapping, when avatar navigates in virtual environment. First, we show that the proposed method generates a path to keep away from a circular obstacle. Then, we show that the method can be extended to an elliptical obstacle and multiple obstacles. For real applications, we combine the proposed local method with a global navigation method using sub-target to generate a global obstacle-free path by which avatar navigates naturally in virtual environment.

  • PDF

Facial Animation Generation by Korean Text Input (한글 문자 입력에 따른 얼굴 에니메이션)

  • Kim, Tae-Eun;Park, You-Shin
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.4 no.2
    • /
    • pp.116-122
    • /
    • 2009
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

  • PDF