Cloth Simulation and Virtual Try-on with Kinect Based on Human Body Adaptation

  • Yuzhe Zhang
  • Jianmin Zheng
  • Nadia Magnenat-Thalmann
Part of the Gaming Media and Social Effects book series (GMSE)


This chapter describes a virtual try-on system with Kinect, which includes three components: data extraction from Kinect, animated body adaptation, garment prepositioning and simulation. With Kinect, some measurements and motion data of the customer can be extracted from captured RGB, depth and motion information. An anthropometry-based method is proposed to generate a customized 3D body from a template model. The method involves three processes. First, a statistical analysis method is proposed to estimate the anthropometric measurements based on partial information extracted from Kinect. Second, a constrained Laplacian-based deformation algorithm is presented to deform the template model to match the obtained anthropometric measurements. Third, a shape refinement method based on the contours is presented. The customized model is then animated by the recorded motion data from Kinect. Meanwhile, a scheme for automatic prepositioning the 2D patterns of garments onto the customized body is proposed. After the step of topological stitching and simulation, the garment is dressed on virtual model of customer finally. With the proposed framework, customers can try-on designed garments in an easy and convenient way. The experiments demonstrate that our try-on system can generate accurate results.


Cloth simulation  Kinect  Human body adaptation 



The authors would like to acknowledge the Ph.D. grant from the Institute for Media Innovation, Nanyang Technological University, Singapore.


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Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  • Yuzhe Zhang
    • 1
  • Jianmin Zheng
    • 1
  • Nadia Magnenat-Thalmann
    • 1
  1. 1.Nanyang Technological UniversitySingaporeSingapore

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