Experiencing Body Scan and Computer Simulation Virtual Fitting

© 2022 by IJCTT Journal
Volume-70 Issue-7
Year of Publication : 2022
Authors : Shu-Hwa Lin, Lynn M. Boorady, Ju-Young Kong
DOI :  10.14445/22312803/IJCTT-V70I7P105

How to Cite?

Shu-Hwa Lin, Lynn M. Boorady, Ju-Young Kong, "Experiencing Body Scan and Computer Simulation Virtual Fitting ," International Journal of Computer Trends and Technology, vol. 70, no. 7, pp. 21-29, 2022. Crossref, https://doi.org/10.14445/22312803/IJCTT-V70I7P105

This research explored using personal avatars (from body scanning) as fit models. Also, this project is to explore fitting accuracy through the use of personal avatars and examining outcomes. Researchers who had 2D/3D computer-aided design skills developed two basic garments and virtually draped the garments on two avatars, one was the software program’s default avatar, and the second was a personal avatar captured through a 3D body scan. The garments were also assembled in muslin and fit during a live session. Photographs of the three scenarios documented the static fit of the garments. Overall, the participants were satisfied with evaluating the virtual garment on their avatar, though disappointed that the avatar itself was not a cleaner image. There was some difference in the fit results between the personal avatar and the live session due to fabric appearance and differences in draping. Further research, and advancement in virtual textile rendering, need to take place as this affects the visual fit of the avatar. Virtual fit has the potential to be a time- and cost-saving practice for the industry.

Body-scanning, Fitting-simulation, Avatars, Structure, Virtual-Fitting.


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