A body and Garment Creation Method for an Internet Based Virtual Fitting Room.

Conference paper


In this paper we present a new methodology for producing 3D clothes, with realistic behavior, providing users with an apposite feel for the garment’s details. The 3D garments that are produced, using our methodology, originate from 2D CAD patterns of real garments and correspond to the regular sizes that can be found on a shop floor.

Our aim is to build a compelling, interactive and highly realistic virtual shop, where visitors can choose between many different types of garments designs and proceed to simulate these garments on virtually animated bodies. By merging the approach often used by the fashion industry, in designing clothes, and our own methodology for creating dressed virtual humans, we present a new technique providing trouble-free and straightforward garment visualization.

The entire process starts from the creation of virtual bodies (either male or female), using standard measurements, which form the basis for garment modeling. Using splines, the 2D garment patterns are created and then seemed together around a virtual human body, providing the initial shape. A simulation is made using the seemed garment by applying physical parameters based on real fabric properties. Once the garment has been created, a real time platform, which has been embedded inside a web browser, is used as an interface to the Internet. We extend the web interface to add interactivity and the ability to dynamically change textures, clothes, body measurements, animation sequences and certain features of the virtual environment.

The whole methodology does not aim to build only a virtual dressing room, where customers can view garments fitted onto their own virtual bodies but to visualize made-to-measure clothes, animate them, visualize the cloth behavior and to add interactivity. The entire Virtual Try-On experience is a process of targeting the clientele, designing the clothing collection, dressing the virtual models and then using the web as a virtual shop floor.


Virtual Try On 3D clothes physical behavior generic bodies 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. [1]
    Forrester Research, Apparel’s On-line Makeover, Report, May 1999,1338,5993,00.html Google Scholar
  2. [2]
    Brian Beck, Key Strategic Issues in Online Apparel Retailing,, 2000, Version 1.0Google Scholar
  3. [3]
    Welcome to My Virtual Model(TM)
  4. [4]
  5. [5]
    Macy’s Passport 99 Fashion Show
  6. [6]
    Volino P., Magnenat-Thalmann N., Implementing Fast Cloth Simulation with Collision Response, Computer Graphics International 2000, June 2000.Google Scholar
  7. [7]
    Weil J., “The Synthesis of Cloth Objects”, Computer Graphics (SIGGRAPH’86 proceedings), Addison-Wesley, 24, pp 243–252, 1986.Google Scholar
  8. [8]
    Yang Y., Magnenat-Thalmann N.“Techniques for Cloth Animation”New trends in Animation and Visualisation, John Wiley & Sons Ltd, pp 243–256, 1991Google Scholar
  9. [9]
    Carignan M., Yang Y., Magnenat- Thalmann N., Thalmann D.,“Dressing Animated Synthetic Actors with Complex Deformable Clothes ” Computer Graphics (SIGGRAPH’92 proceedings), Addison-Wesley, 26(2), pp 99–104, 1992Google Scholar
  10. [10]
    Volino P., Courchesne M., Magnenat-Thalmann N., “Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects”, Computer Graphics (SIGGRAPH’95 proceedings), Addison-Wesley, pp 137–144, 1995Google Scholar
  11. [11]
    Breen D.E., House D.H., Wozny M.J., “Predicting the Drap of Woven Cloth Using Interacting Particles” Computer Graphics (SIGGRAPH’94 proceedings), Addison-Wesley, pp 365–372, July 1994Google Scholar
  12. [12]
    Eberhardt B., Weber A., Strasser W. “A Fast, Flexible, Particle-System Model for Cloth Draping ” Computer Graphics in Textiles and Apparel (IEEE Computer Graphics and Applications), pp 52–59, Sept. 1996Google Scholar
  13. [13]
    Eischen J.W., Deng S., Clapp T.G.“Finite-Element Modeling and Control of Flexible Fabric Parts” Computer Graphics in Textiles and Apparel (IEEE Computer Graphics and Applications), pp 71–80, Sept. 1996Google Scholar
  14. [14]
    HOHENSTEIN (DE), Workpackage 7 Input, Project No: IST-1999–10549, Internal Project Consortium document, July 2001Google Scholar
  15. [15]
    Molet, T., Aubel, A., Çapin, T. et al (1999), ANYONE FOR TENNIS?, Presence, Vol. 8, CGINo. 2, MIT press, April 1999, pp.140–156CrossRefGoogle Scholar
  16. [16]
    Oxford Metrics (2000) Real-Time Vicon8 RtReal-Time Vicon8 RtRetrieved 10–04–01 from Google Scholar
  17. [17]
    MotionAnalysis, (2000) Real-Time HiRES 3D Motion Capture System. Retrieved 17–04–01 from Google Scholar
  18. [18]
    Bodenheimer B., Rose, C., Rosenthal, S., & Pella, J. (1997). The Process of Motion Capture: Dealing with the Data Eurographics workshop on Computer Animation and Simulation’97, Springer-Verlag Wien 3–18Google Scholar
  19. [19]
    Volino P., Magnenat-Thalmann N., Comparing Efficiency of Integration Methods for Cloth Simulation, Proceedings of CGI’01, Hong-Kong, July 2001Google Scholar
  20. [20]
    Volino P., Magnenat-Thalmann N., Virtual Clothing Theory and Practice, ISBN 3–540–3–540, Springer-Verlag, Berlin Heidelberg, New YorkGoogle Scholar
  21. [21]
    VRML97, The VRML97 The Virtual Reality Modeling Language International Standard ISO/IEC 14772–1:1997 Google Scholar
  22. [22]
    Polevoi R., Interactive Web Graphics with Shout3D, ISBN 0–7821–0–7821, Copyright 2001 SYBEX Inc. AlamedaGoogle Scholar
  23. [23]
    Babski C., Thalmann D., A seamless Shape For HANIM Compliant BodiesGoogle Scholar
  24. [24]
    Seo H., Cordier F., Philippon L., Magnenat-Thalmann N., Interactive Modelling of MPEG-4 Deformable Human Body Models, Postproceedings Deform 2000, Kluwer Academic Publishers. pp. 120–131Google Scholar
  25. [25]

Copyright information

© Springer-Verlag London 2002

Authors and Affiliations

  1. 1.MIRALab CUIUniversity of GenevaSwitzerland

Personalised recommendations