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WO2025078549A1 - Method, system and hub for design, customization, virtual try-on and production of clothes and shoes in the absence of the customer - Google Patents

Method, system and hub for design, customization, virtual try-on and production of clothes and shoes in the absence of the customer Download PDF

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Publication number
WO2025078549A1
WO2025078549A1 PCT/EP2024/078605 EP2024078605W WO2025078549A1 WO 2025078549 A1 WO2025078549 A1 WO 2025078549A1 EP 2024078605 W EP2024078605 W EP 2024078605W WO 2025078549 A1 WO2025078549 A1 WO 2025078549A1
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Prior art keywords
user
virtual
avatar
clothing
try
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French (fr)
Inventor
Reza LOTFI
Ali MOHAMMADI BEIDOKHTI
Seyyed Alireza ESFEHANI
Mohammad LOTFI
Zahra SADOUGHI
Seyed Abdolmajid YOUSEFSANI
Maryam AHANGAR DARBAND
Mohammad Jafari
Kianoush FARHADIFAR
Ghazaleh SAFAVI
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    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]
    • G06Q30/0621Electronic shopping [e-shopping] by configuring or customising goods or services
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/103Measuring devices for testing the shape, pattern, colour, size or movement of the body or parts thereof, for diagnostic purposes
    • A61B5/11Measuring movement of the entire body or parts thereof, e.g. head or hand tremor or mobility of a limb
    • A61B5/1126Measuring movement of the entire body or parts thereof, e.g. head or hand tremor or mobility of a limb using a particular sensing technique
    • A61B5/1128Measuring movement of the entire body or parts thereof, e.g. head or hand tremor or mobility of a limb using a particular sensing technique using image analysis
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]
    • G06Q30/0641Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping
    • G06Q30/0643Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping graphically representing goods, e.g. 3D product representation
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H20/00ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance
    • G16H20/30ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance relating to physical therapies or activities, e.g. physiotherapy, acupressure or exercising
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H40/00ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices
    • G16H40/60ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices for the operation of medical equipment or devices
    • G16H40/67ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices for the operation of medical equipment or devices for remote operation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • A63B2220/52Weight, e.g. weight distribution
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/806Video cameras
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/16Cloth

Definitions

  • the present invention relates to the field of digital garment and footwear design, production, and fitting technologies. More specifically, it concerns an integrated system for remote design, virtual try-on, and production of personalized clothing and footwear.
  • the system incorporates virtual 3D body modeling, real-time and non-real-time virtual try-on simulations, and support for virtual reality (VR) and augmented reality (AR) environments. It also includes tools for clothing customization, personalized shoemaking, and automated tailoring processes.
  • VR virtual reality
  • AR augmented reality
  • the present invention relates to the fields of apparel and footwear customization, virtual try-on technology, and remote production of personalized garments and footwear.
  • the invention introduces an integrated system that enables users to design, produce, and virtually try on clothes and shoes, offering significant advancements in personalization and fit accuracy.
  • the invention further supports Virtual Try-On in Special Applications and Conditions, addressing scenarios like extreme weather environments, sports performance, or adaptive clothing for individuals with disabilities. This feature allows users to test their personalized garments under specific conditions to evaluate performance and comfort.
  • Users can access the system either by downloading an app or directly through a web browser, using either their device’s processing power or cloud-computing resources.
  • customers can experiment with virtual makeup, see how clothes fit in different poses, and try on multiple garments simultaneously for comparison.
  • Advanced features include augmented reality displays, where virtual clothes are layered onto the user’s real image, and virtual reality modes for an immersive 3D experience.
  • the system also supports customization for users with postural problems by adjusting virtual body models accordingly.
  • the system integrates extensive Tests and Analyses, providing users with feedback on fit, comfort, and style. These analyses help in refining the design and ensuring the best possible product before production.
  • the invention provides Tailoring Assistance for Do-It-Yourself enthusiasts, offering guidance on fabric selection, cutting, and sewing techniques. Additionally, professional tailors and shoemakers can benefit from Services for Tailors and Shoemakers, which offer tools to streamline custom design and production workflows.
  • Ball girth measurement showing how to find the proposed point on the feather edge from a side view.
  • Ball girth measurement illustrating the proposed point on the feather edge from a top view.
  • a. App or Software Installation The user installs a dedicated software application on a device such as a smartphone, tablet, or personal computer.
  • the software supports various operating systems, including Android, iOS, Windows, and Linux. In this scenario, the user can choose between two processing platforms:
  • On-device processing which utilizes the device's processing resources without requiring an internet connection.
  • Cloud processing leverages the system's cloud-based infrastructure through an internet connection for more complex and resource-intensive tasks.
  • Web-Based Access Alternatively, the user can use standard internet browsers to access the platform without any software installation. This approach allows them to interact with the system via a web application or website, utilizing either on-device processing or cloud resources, depending on hardware capabilities and permissions granted by the browser.
  • the system provides optional methods for refining the virtual avatar:
  • the customer can browse clothes, shoes, and accessories through two methods:
  • Meta Mall A fully immersive 3D virtual shopping experience, where the customer navigates through a virtual mall, visiting stores and interacting with a virtual shopkeeper. In this mode, the customer can virtually try on clothes directly in the 3D space.
  • the system also offers an innovative shopping experience known as the "Meta Mall.”
  • “Meta Mall” In this virtual space, users can walk around a virtual 3D mall, browsing through stores, reviewing clothing racks, and interacting with AI-controlled or human-controlled shopkeepers. Users can browse a wide variety of clothing and shoes, try them on virtually, and even receive style recommendations based on their preferences and body type. This feature aims to replicate the social aspects of in-person shopping, allowing users to engage with others and share their shopping experience in a virtual environment.
  • the Meta Mall supports a collaborative shopping experience. Users can invite friends or family members to join them in the virtual space and offer opinions on clothing items. depicts an instance where two different customers tried on the same item of clothing virtually and then compared their experiences in the real world.
  • the top row shows the virtual try-on and real-world results for a thin customer, while the bottom row displays the same for an overweight customer, demonstrating that virtual try-ons can closely mimic real-world results, ensuring a more accurate shopping experience.
  • the system classifies products for special needs and conditions, such as a customer with a hump, an Odd Sized customer, meaning someone whose body size is outside the standard sizes (e.g., too fat or too thin). It means that clothes or shoes have been designed and introduced considering those special conditions and optimized for those special needs, so that the physical problem or other problems of the customer are less seen or even compensated by wearing those clothes or shoes and/or clothes amendments/additives. Also, by using the design hub, customers can raise new needs and issues so that solutions and clothes and shoes suitable for them can be designed and suggested by the rest of the users or by our approved designers.
  • the virtual try-on allows the customer to visualize how a piece of clothing or footwear fits their virtual body.
  • This process leverages AI and physics simulations to accurately replicate the fabric’s behavior, including how it wrinkles, stretches, or fits tightly against the body.
  • the system takes into account the elasticity of fabrics, the tension applied when stretched, and the impact of different body shapes on how a garment fits.
  • the customer can choose a pre-defined size or allow the AI to recommend a custom fit, optimized for their unique body measurements.
  • the system also simulates the aesthetic appearance of the garment, including its color, texture, and style. Customers can see how the garment complements their body shape and skin tone and how it matches with their existing wardrobe items.
  • the system provides instant feedback on fit, appearance, and style.
  • This feedback is provided in various forms, including visual, textual, and audio cues. For example, if a user tries on a pair of pants that are too tight around the waist, the system may display a red highlight around the affected area.
  • the system can simulate the clothing in various situations such as when its pockets are filled, or shirtsleeves are rolled up, or when using different kinds of accessories.
  • AR augmented reality
  • VR virtual reality
  • customers can apply virtual makeup to their avatar and view the clothing with specific makeup styles. Furthermore, they can upload a photo of themselves in a desired pose (e.g., arms raised) to see how the garment moves and stretches in that position.
  • a desired pose e.g., arms raised
  • the system also supports predefined body poses, allowing customers to see how garments fit in common poses such as standing with arms outstretched or raised above the head.
  • the dynamic try-on feature even allows customers to upload a video, enabling the system to display how the fabric behaves during movement, offering a near-real-life simulation. If the customer uploads a video of his movement, the system uses it to animate the 3D avatar of customer and captures the differences in fabric behavior during slow versus fast movements.
  • the system is able to adjust for dynamic movements, such as showing a customer trying on clothing while running or riding a bike.
  • the virtual try-on process takes into account the movement of fabrics and the impact of external forces, such as wind, to provide a highly realistic simulation.
  • the system supports virtual try-ons under special conditions. For instance, it can simulate clothing and shoe fit in extreme weather conditions (e.g., how materials behave in humidity or extreme cold) or in physically demanding scenarios like sports activities. This is particularly useful for users who need to ensure that their garments and shoes perform well under specific environmental stressors or physical activities.
  • extreme weather conditions e.g., how materials behave in humidity or extreme cold
  • Virtual Reality Displays the 3D avatar with the virtual clothes in a fully immersive 3D environment, allowing for manipulation of camera angles to view the outfit from different perspectives.
  • the system is designed to accommodate special applications of virtual try-on. For example, it can be used in medical settings where patients need custom compression garments or therapeutic shoes. By simulating how these items will fit and perform in real-life medical conditions, the system ensures that patients receive products tailored to their specific needs, improving comfort and effectiveness. Similarly, it can be applied in military settings, where soldiers require highly specialized uniforms or footwear that must withstand extreme conditions.
  • the Meta Catwalk is an innovative feature that integrates virtual fashion shows with the user's virtual try-ons. Users can view how their custom clothes and shoes look in motion on a virtual runway, further enhancing their shopping and fitting experience. This feature enables users to visualize how their custom creations will look in various lighting conditions, movements, and scenarios, providing them with a unique and engaging experience that mirrors real-life fashion shows.
  • a unique certificate and badge be issued so that the product sellers can put that badge next to their products, for example, a unique QR code and a statement like "Virtual Try-on Compliant" next to each garment, so that the customer can simply scan that mark with their phone or personal computer whether on online websites or in physical stores and virtually try-on the garment with the help of our virtual try-on network, without any hassle.
  • the system has user-friendly designing tools and customization tools for users. So, users can opt for custom designs, by modifying pre-existing templates or creating entirely new patterns from scratch.
  • the system supports various forms of customization, allowing users to choose different fabrics, patterns, colors, and styles. It can also recommend adjustments to the pattern to better fit the user’s specific body shape or personal preferences.
  • the system can personalize a design for a customer who is seated in a wheelchair.
  • the system accounts for the unique postural challenges faced by the user and adjusts the fit of the clothing accordingly. This feature is particularly useful for users with disabilities or those requiring custom-tailored clothing for medical reasons.
  • machine learning algorithms are used to make a prediction or classification based on some input data, which can be labeled or unlabeled.
  • the algorithm will produce an estimate about a pattern in the data.
  • An error function evaluates the prediction of the model. If there are known examples, an error function can make a comparison to assess the accuracy of the model.
  • a model optimization process then occurs. If the model can fit better to the data points in the training set, then weights are adjusted to reduce the discrepancy between the known example and the model estimate.
  • the algorithm will repeat this “evaluate and optimize” process, updating weights autonomously until a threshold of accuracy has been met.
  • Supervised learning in particular uses a training set to teach models to yield the desired output. This training dataset includes inputs and correct outputs, which enables the model to learn over time.
  • the algorithm measures its accuracy through the loss function, adjusting until the error has been sufficiently minimized.
  • Design Hub is a social network equipped with user-friendly designing tools.
  • problems are defined by people, and also solved by people, or optionally by artificial intelligence (AI).
  • AI artificial intelligence
  • the customer can refer to the design hub that is part of our system and submit his (her) problem along with his (her) body information -such as the measurements he (she) already registered in the system and the 3D avatar that was already created by the system- to the public so that the rest of the system users can design clothes and shoes to solve his (her) problem and present to him (her) in the form of a virtual try-on and then discuss it with him (her).
  • users can download the sewing patterns and make the product at home in a Do-It-Yourself manner, or they can choose a remote tailor or shoemaker through our platform to make the product and send it for the user with shipping services.
  • the system provides services for professional tailors and shoemakers, allowing them to utilize the platform's tools to craft custom clothing and shoes based on their clients' virtual 3D body models.
  • the invention facilitates a seamless collaboration between users, tailors, and shoemakers, ensuring that each party can contribute to creating the best possible product.
  • a tailor or shoemaker can perform a virtual try-on of the clothes or shoes on the customer's 3D avatar without the need for the customer to be present, and before making the product, he (she) will notice the flaws in the product design and makes the necessary corrections, and see the result of the reforms in a virtual try-on. Also, the customer can remotely see the virtual try-on and give feedback to the tailor.
  • Ball girth measurement Measurement of the distance around the shoe's toe box at its widest point, typically at the metatarsal heads (the ball of the foot). It is used so that the shoe is ensured to fit the width of the wearer's foot and is commonly used in shoe sizing and fitting.
  • the ball girth it is taken by placing a measuring tape across the two points. To find our proposed points, the feather edge ( Figures 6 and 7), first the foot is fixed along a straight line or a ruler. Then the middle point of the line where the foot is completely tangent to the ruler is marked. Vamp point is also found in the same way ( ). To get the distance of these two points, at the vamp point, the flexible measuring tape will be placed behind the vamp point and towards the heel, and at the feather edge above the point and towards the toes as shown in Figures 9 and 10.
  • Sole measurement To obtain the necessary and essential sole measurements, knowing the foot's circumference is mandatory. To draw the actual outline of the foot on paper, it is best to hold the pencil perpendicular to the paper while tracing around the foot.
  • a custom shoe last is created by a shoemaker or an artificial intelligence (AI), which is then used to generate shoes tailored specifically to the user's unique foot shape.
  • AI artificial intelligence
  • This customization process ensures that the shoes provide optimal support and comfort, whether for casual wear, sports, or formal occasions. If there are foot disorders such as hallux valgus (HV), the shoe last modification will keep the beauty of shoe and size of the customer’s foot.
  • HV hallux valgus
  • Panel (a) shows the original image submitted by the customer
  • panel (b) displays the virtual try-on result using AR
  • panels (c) and (d) show virtual try-on results using VR from different camera angles.
  • our system analyzes the customer's obesity problems using trained artificial intelligence or natural (human) intelligence, and informs the customer.
  • Patent US11393163B2 19 Jul. 2022.
  • Patent US11113892B2 7 Sep. 2021.
  • Patent US11145138B2 12 Oct. 2021.
  • Patent US11544884B2 3 Jan. 2023.
  • Patent US10776861B1 15 Sep. 2020.
  • Patent US10002337B2 19 Jun. 2018
  • Patent US20070011173A1 11 Jan. 2007
  • Patent CN111837152A 24 Jan. 2019
  • Patent CN107048596A 18 Aug. 2017

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Abstract

The present invention relates to an integrated system for remote design, production, and virtual try-on of personalized clothing and footwear. It includes the generation of a virtual 3D body modeled as a non-rigid and soft body, simulating realistic fitting scenarios. The system enables both real-time and non-real-time virtual try-on processes, accounting for dynamic body poses and videos and special environmental conditions for enhanced accuracy. Virtual ty-on can be displayed in virtual reality (VR) and augmented reality (AR) modes. Customers can use our user-friendly design tool to customize pre-existed clothes or design new clothes with their own taste. Furthermore, the system supports remote, personalized shoemaking based on detailed foot measurements, including ball girth, lateral, and sole measurements. Additional features include DIY tailoring assistance with personalized sewing patterns, automated tailoring robots and advanced testing modules to ensure the quality and functionality of the final product.

Description

METHOD, SYSTEM AND HUB FOR DESIGN, CUSTOMIZATION, VIRTUAL TRY-ON AND PRODUCTION OF CLOTHES AND SHOES IN THE ABSENCE OF THE CUSTOMER
The present invention relates to the field of digital garment and footwear design, production, and fitting technologies. More specifically, it concerns an integrated system for remote design, virtual try-on, and production of personalized clothing and footwear. The system incorporates virtual 3D body modeling, real-time and non-real-time virtual try-on simulations, and support for virtual reality (VR) and augmented reality (AR) environments. It also includes tools for clothing customization, personalized shoemaking, and automated tailoring processes.
In the fashion industry, individuals face unique challenges when searching for clothing and footwear that suit their specific needs, which existing methods, such as physical stores, online shopping platforms, and even custom tailoring, cannot fully resolve. Traditional approaches either focus on mass production, which supports a limited range of customer demands, or personalized production, which lacks scalability and cannot serve large customer bases efficiently. Despite numerous attempts in the industry, a hybrid model that blends the benefits of mass production and customization, known as "mass customization," remains elusive.
Many solutions have been proposed, including patents that aim to address the limitations of online shopping, such as the inability to try on clothing and shoes virtually or the lack of personalized sizing. However, many existing methods are still flawed. Some focus solely on showcasing the appearance and style of clothing on the user's body but fail to provide accurate feedback on fit, tightness, or looseness. Other methods use physical simulations to display clothing in pre-defined sizes, but they still restrict customers to predetermined patterns and lack true customization options.
Moreover, current systems for virtual try-on are unable to automatically adjust clothing patterns to fit a customer’s body measurements precisely. While some approaches claim to produce personalized garments remotely, they often do not provide a virtual preview of the finished product, limiting the customer’s ability to make informed decisions before the item is physically produced.
The process of finding the right footwear is even more complex. Improperly fitting shoes can negatively impact various parts of the body, making precision in shoe size and fit essential. Previous inventions often require specialized equipment like 3D scanners to generate detailed foot models, leading to an inconvenient, time-consuming, and non-user-friendly process. Additionally, many of these systems demand a high number of foot measurements, which can overwhelm and frustrate customers, highlighting the need for a more simplified, efficient solution with fewer measurement requirements and no need for specialized equipment.
This invention offers a solution to these persistent problems, providing a mass customization platform that balances personalization and scalability while allowing users to preview their garments and footwear through an intuitive, virtual try-on experience. The system reduces the complexity and number of measurements needed while offering customers the ability to view and experience fully personalized products before purchasing. This innovation revolutionizes fashion-related virtual shopping, offering a more engaging and personalized shopping experience without the need for in-store physical try-ons.
This invention provides a comprehensive solution for personalized clothing and footwear production, from design to virtual try-on, ensuring that users receive garments and shoes that fit perfectly and are tailored to their specific preferences and needs.
The present invention pertains to an integrated system for the remote design, production, and virtual try-on of personalized clothes and shoes. A key feature includes generating a virtual 3D body as a "non-rigid and soft" body to simulate realistic fitting scenarios. It allows for real-time or non-real-time virtual try-ons, enhancing accuracy by accounting for different body poses and special conditions as well as non-static poses.
The system also facilitates remote shoemaking using precise measurements, such as ball girth, lateral, and sole of the foot. Additionally, it offers tailoring assistance for do-it-yourself enthusiasts, alongside services for professional tailors and shoemakers. Features such as a Meta Catwalk, automated tailoring robots, maintenance tips, and tests and analyses are included to ensure optimal user experience, fit, and functionality.
This technology allows for personalized, well-fitted apparel and footwear that can be customized, produced, and maintained with minimal manual intervention.
The present invention relates to the fields of apparel and footwear customization, virtual try-on technology, and remote production of personalized garments and footwear. The invention introduces an integrated system that enables users to design, produce, and virtually try on clothes and shoes, offering significant advancements in personalization and fit accuracy.
A key feature of the invention is the use of a Virtual 3D Body, which can be generated as a "Non-Rigid and Soft" Body. This allows for more realistic simulations of how clothes and shoes fit on different body parts and body types, accommodating variations in movement and posture. The system's virtual try-on technology can be executed in real-time or non-real-time modes, where non-real-time allows for a more precise and detailed fit analysis. This method addresses the side-effects of different body poses, providing users with a more accurate understanding of how the apparel will behave in various positions, such as sitting, bending, or walking.
In addition to standard apparel fitting, the invention offers specialized tools for Remote Personalized Shoemaking, utilizing precise foot measurements, including ball girth, lateral, and sole measurements. These detailed inputs ensure that shoes are tailored perfectly to the user’s foot structure, enhancing comfort and reducing common fitting issues.
This invention also provides a comprehensive virtual try-on system, transforming the online shopping experience by allowing users to see how clothes, shoes, and accessories will fit and look on their personalized 3D avatars. The system uses a combination of AI and 3D modeling to generate an accurate avatar based on a few key body measurements, images, or a manual adjustment tool. The virtual try-on simulates not only the physical fit of garments but also their appearance, including fabric behavior, wrinkles, and texture.
The invention further supports Virtual Try-On in Special Applications and Conditions, addressing scenarios like extreme weather environments, sports performance, or adaptive clothing for individuals with disabilities. This feature allows users to test their personalized garments under specific conditions to evaluate performance and comfort.
Users can access the system either by downloading an app or directly through a web browser, using either their device’s processing power or cloud-computing resources. In addition to standard and dynamic try-on modes, customers can experiment with virtual makeup, see how clothes fit in different poses, and try on multiple garments simultaneously for comparison. Advanced features include augmented reality displays, where virtual clothes are layered onto the user’s real image, and virtual reality modes for an immersive 3D experience. The system also supports customization for users with postural problems by adjusting virtual body models accordingly.
The system integrates extensive Tests and Analyses, providing users with feedback on fit, comfort, and style. These analyses help in refining the design and ensuring the best possible product before production.
For users interested in creating their garments, the invention provides Tailoring Assistance for Do-It-Yourself enthusiasts, offering guidance on fabric selection, cutting, and sewing techniques. Additionally, professional tailors and shoemakers can benefit from Services for Tailors and Shoemakers, which offer tools to streamline custom design and production workflows.
A unique aspect of the system is the Meta Catwalk, a virtual environment where users can showcase their personalized clothing and shoes in a 3D space. This feature enhances the user experience by allowing them to visualize their designs in a runway-like environment, simulating real-world fashion shows.
Moreover, the invention includes comprehensive Maintenance Tips for Clothes and Shoes, providing users with information on how to care for and extend the life of their customized garments. From fabric care instructions to tips on shoe preservation, the system offers users practical advice for keeping their products in top condition.
To improve production efficiency, the invention also introduces Robots for Automating Tailoring. These robots can assist in various aspects of the design and manufacturing process, from fabric cutting to stitching, reducing manual labor and increasing production speed and accuracy.
Fig.1
Virtual try-on of a single dress, tried on two avatars of varying body types.
Fig.2
Virtual try-on of a single dress, tried on three avatars of varying body types.
Fig.3
A customer trying on clothing using two methods: virtual reality (VR) and augmented reality (AR).
Fig.4
Two customers tried-on and bought a clothing with the same size virtually.
Fig.5
Generating 3D avatars for a normal body (a), and bodies with postural problems such as amputated arm (b), unequal leg length (c), unequal shoulder height (d).
Fig.6
Ball girth measurement, showing how to find the proposed point on the feather edge from a side view.
Fig.7
Ball girth measurement, illustrating the proposed point on the feather edge from a top view.
Fig.8
Finding the vamp point for the ball girth measurement.
Fig.9
Placement of the measuring tape at the vamp point for ball girth measurement.
Fig.10
Placement of the measuring tape at the feather edge for ball girth measurement.
Fig.11
Measuring the lateral length by placing the tape along the top line point and the heel curve.
Detailed Description
The present invention addresses the modern challenges of clothing and footwear personalization through an integrated system designed for remote design, production, and virtual try-on. It seamlessly blends virtual and physical realms, offering a comprehensive solution for creating, fitting, and maintaining personalized apparel and shoes. The system utilizes modern technologies such as augmented reality (AR), virtual reality (VR), artificial intelligence (AI), 3D physics simulation, and operates via both cloud computing and device-based processing, providing scalability and accessibility. Here is a detailed breakdown of the system's components and functions:
System Architecture and Accessibility
We use some cloud-computing platforms to compute the algorithms and to serve our services to customers. The advantage of using a cloud-computing platform instead of a single server machine is that the services can easily be scaled up to serve more customers on demand and the system will be more reliable.
Our users such as customers, retailers, tailors, and shoemakers can access the system in two main ways:
a. App or Software Installation: The user installs a dedicated software application on a device such as a smartphone, tablet, or personal computer. The software supports various operating systems, including Android, iOS, Windows, and Linux. In this scenario, the user can choose between two processing platforms:
On-device processing, which utilizes the device's processing resources without requiring an internet connection.
Cloud processing, which leverages the system's cloud-based infrastructure through an internet connection for more complex and resource-intensive tasks.
b. Web-Based Access: Alternatively, the user can use standard internet browsers to access the platform without any software installation. This approach allows them to interact with the system via a web application or website, utilizing either on-device processing or cloud resources, depending on hardware capabilities and permissions granted by the browser.
Data Collection and Avatar Generation
One of the system's key innovations is the creation of a highly accurate 3D avatar of the user’s body. This avatar is generated using seven key body measurements (height, arm length, leg length, neck circumference, chest circumference, waist circumference, and hip circumference) provided by the customer. The process for submitting these measurements is simple and user-friendly, enabling the customer to measure themselves at home or in a retailer’s shop. The system then uses advanced AI algorithms to generate an avatar that closely resembles the user's body.
For even greater accuracy, the system provides optional methods for refining the virtual avatar:
Visual Questionnaires: The customer can describe their body shape by answering questions about specific body parts, such as lumbar arch or leg shape.
Manual Avatar Adjustments: The customer can adjust the 3D model themselves to match their body shape more precisely.
Image Submission: The customer can send two images (front and side views) to further refine the 3D avatar. These images can be standard photos or privacy-protected binary images, where only the body silhouette is visible.
If the user has any physical abnormalities or special requirements, the system can customize the avatar accordingly. For instance, as illustrated in , the system is capable of generating avatars for individuals with postural problems or other physical disabilities. The figure demonstrates how the system can create a parametric model for an avatar with an amputated arm, unequal leg lengths, or uneven shoulder heights. These features allow for a highly personalized experience, ensuring that users with special physical conditions can still enjoy the full benefits of virtual try-on technology.
Virtual 3D Body Modeling for Fitting
Unlike rigid body models used in previous fitting systems, this invention utilizes a "non-rigid and soft" body model. This advancement enables the system to simulate real-world fitting scenarios, capturing the nuances of how body shape deforms under pressure of a tight clothing, and also when the pose of body changes. By doing so, it offers a more realistic representation of how clothing and shoes would actually fit, avoiding the static, less accurate fit analysis of traditional virtual try-ons.
In reality, when the body changes from one pose to another, parts of the body, such as the abdomen, muscles of the arms and legs, etc., go out of their normal state and change their shape, size, or volume, which in all situations that was mentioned for virtual try-on, based on the body pose, these changes are automatically applied to the 3D avatar so that the avatar shape is as close as possible to the body shape in reality.
Searching and Viewing Products
Once the avatar is created, the customer can browse clothes, shoes, and accessories through two methods:
Traditional UI: Standard product listings with images and descriptions.
Meta Mall: A fully immersive 3D virtual shopping experience, where the customer navigates through a virtual mall, visiting stores and interacting with a virtual shopkeeper. In this mode, the customer can virtually try on clothes directly in the 3D space.
Meta Mall and Social Shopping
The system also offers an innovative shopping experience known as the "Meta Mall." In this virtual space, users can walk around a virtual 3D mall, browsing through stores, reviewing clothing racks, and interacting with AI-controlled or human-controlled shopkeepers. Users can browse a wide variety of clothing and shoes, try them on virtually, and even receive style recommendations based on their preferences and body type. This feature aims to replicate the social aspects of in-person shopping, allowing users to engage with others and share their shopping experience in a virtual environment.
In addition, the Meta Mall supports a collaborative shopping experience. Users can invite friends or family members to join them in the virtual space and offer opinions on clothing items. depicts an instance where two different customers tried on the same item of clothing virtually and then compared their experiences in the real world. The top row shows the virtual try-on and real-world results for a thin customer, while the bottom row displays the same for an overweight customer, demonstrating that virtual try-ons can closely mimic real-world results, ensuring a more accurate shopping experience.
Products for Special Needs
The system classifies products for special needs and conditions, such as a customer with a hump, an Odd Sized customer, meaning someone whose body size is outside the standard sizes (e.g., too fat or too thin). It means that clothes or shoes have been designed and introduced considering those special conditions and optimized for those special needs, so that the physical problem or other problems of the customer are less seen or even compensated by wearing those clothes or shoes and/or clothes amendments/additives. Also, by using the design hub, customers can raise new needs and issues so that solutions and clothes and shoes suitable for them can be designed and suggested by the rest of the users or by our approved designers.
Virtual Try-On Process
The virtual try-on allows the customer to visualize how a piece of clothing or footwear fits their virtual body. This process leverages AI and physics simulations to accurately replicate the fabric’s behavior, including how it wrinkles, stretches, or fits tightly against the body. For example, the system takes into account the elasticity of fabrics, the tension applied when stretched, and the impact of different body shapes on how a garment fits. The customer can choose a pre-defined size or allow the AI to recommend a custom fit, optimized for their unique body measurements.
In the virtual try-on, the system also simulates the aesthetic appearance of the garment, including its color, texture, and style. Customers can see how the garment complements their body shape and skin tone and how it matches with their existing wardrobe items.
demonstrates the versatility of the system’s try-on capabilities by showing the same dress tried on three different avatars. The avatars represent three different body types—thin, normal, and overweight. The system provides a detailed comparison of how the dress fits on each body type, with results showing that the dress is too loose on the thin avatar and too tight on the overweight avatar, while it fits the normal avatar perfectly. These real-time adjustments allow users to make informed purchasing decisions based on their individual body shapes.
Instant Feedback and Interaction
One of the most crucial aspects of this invention is the instant feedback feature. As users try on clothing or shoes virtually, the system provides instant feedback on fit, appearance, and style. This feedback is provided in various forms, including visual, textual, and audio cues. For example, if a user tries on a pair of pants that are too tight around the waist, the system may display a red highlight around the affected area. The system can simulate the clothing in various situations such as when its pockets are filled, or shirtsleeves are rolled up, or when using different kinds of accessories.
further expands on this interaction by showing how a user can interact with clothing through both AR and VR. In augmented reality (AR), the user's real image is overlaid with the virtual clothing, allowing them to see how the clothes fit on their real body. Virtual reality (VR), on the other hand, allows users to view their avatar wearing the selected items in a completely virtual environment, where they can rotate the view and inspect the clothing from all angles. The figure showcases multiple viewpoints of a customer’s virtual try-on process, using both AR and VR methods.
Real-time and Non-Real-time Virtual Try-On
The system offers two modes for virtual try-ons: real-time and non-real-time. The real-time option allows users to immediately see how the virtual garment or shoe fits their body by rendering the adjustments in seconds, which is ideal for users wanting instantaneous feedback. However, non-real-time try-ons allow the system to process more complex fitting data and enhancing accuracy, by utilizing accurate simulation methods such as Finite Element Method (FEM). For instance, it can simulate how fabrics will react over extended periods of wear or under different conditions, such as varying humidity or body movements over time. This allows for a more comprehensive understanding of fit, making the non-real-time mode especially useful for high-end, detailed fitting scenarios where precision is paramount.
Virtual Makeup and Custom Poses
In addition to trying on clothes, customers can apply virtual makeup to their avatar and view the clothing with specific makeup styles. Furthermore, they can upload a photo of themselves in a desired pose (e.g., arms raised) to see how the garment moves and stretches in that position.
Standard Body Poses and Dynamic Try-On
The system also supports predefined body poses, allowing customers to see how garments fit in common poses such as standing with arms outstretched or raised above the head. The dynamic try-on feature even allows customers to upload a video, enabling the system to display how the fabric behaves during movement, offering a near-real-life simulation. If the customer uploads a video of his movement, the system uses it to animate the 3D avatar of customer and captures the differences in fabric behavior during slow versus fast movements.
Users can also test how clothing performs in various scenarios, such as during physical activity or when seated. The system is able to adjust for dynamic movements, such as showing a customer trying on clothing while running or riding a bike. The virtual try-on process takes into account the movement of fabrics and the impact of external forces, such as wind, to provide a highly realistic simulation.
Addressing Body Poses and Special Conditions
A notable feature of the system is its ability to account for side effects of different body poses during virtual try-ons. For instance, when users assume various postures (e.g., sitting, bending, walking), the virtual fitting adjusts dynamically, reflecting how clothes or shoes would behave under those conditions. This is essential for garments that require flexibility, like activewear, or for shoes that need to accommodate different walking or running patterns.
Additionally, the system supports virtual try-ons under special conditions. For instance, it can simulate clothing and shoe fit in extreme weather conditions (e.g., how materials behave in humidity or extreme cold) or in physically demanding scenarios like sports activities. This is particularly useful for users who need to ensure that their garments and shoes perform well under specific environmental stressors or physical activities.
Multiple Garment Try-On
Customers are not limited to trying on one garment at a time. The system allows for:
Simultaneous Try-On of Multiple Garments: Layering clothing items such as shirts, jackets, pants, and accessories in one seamless experience.
Comparative Try-On: Trying on multiple versions of a garment simultaneously on separate avatars to compare how each item fits and looks.
Augmented and Virtual Reality Displays
The system provides two modes for displaying try-on results:
Augmented Reality (AR): Overlays the virtual garments onto a live image of the customer, making it appear as though the clothes are worn in real life.
Virtual Reality (VR): Displays the 3D avatar with the virtual clothes in a fully immersive 3D environment, allowing for manipulation of camera angles to view the outfit from different perspectives.
Tests and Analyses
A robust testing and analysis module is integrated into the system to ensure the highest quality for both clothes and shoes. Before production, the system runs simulations to check how different materials will behave under stress, such as stretching or compression, ensuring that the end product will perform as expected. Users can also request additional tests based on their unique requirements, such as durability for sportswear or water resistance for outdoor gear.
Virtual Try-On in Special Applications
The system is designed to accommodate special applications of virtual try-on. For example, it can be used in medical settings where patients need custom compression garments or therapeutic shoes. By simulating how these items will fit and perform in real-life medical conditions, the system ensures that patients receive products tailored to their specific needs, improving comfort and effectiveness. Similarly, it can be applied in military settings, where soldiers require highly specialized uniforms or footwear that must withstand extreme conditions.
Meta Catwalk and Fashion Show Integration
The Meta Catwalk is an innovative feature that integrates virtual fashion shows with the user's virtual try-ons. Users can view how their custom clothes and shoes look in motion on a virtual runway, further enhancing their shopping and fitting experience. This feature enables users to visualize how their custom creations will look in various lighting conditions, movements, and scenarios, providing them with a unique and engaging experience that mirrors real-life fashion shows.
Virtual Try-On Compliant Standard
We create a global standard for defining virtual try-on compatible patterns for clothing and shoe, by drafting a standard format for the pattern definition file and publish its details transparently to the public.
Designers and manufacturers of clothes and shoes around the world, whether using our design tool or other tools that export pattern output based on our standard, can easily connect to our virtual try-on network and provide virtual try-on services to their customers on their official websites, apps and even in their physical stores.
It is possible that for the clothes and shoes that have defined their pattern in our standard format, a unique certificate and badge be issued so that the product sellers can put that badge next to their products, for example, a unique QR code and a statement like "Virtual Try-on Compliant" next to each garment, so that the customer can simply scan that mark with their phone or personal computer whether on online websites or in physical stores and virtually try-on the garment with the help of our virtual try-on network, without any hassle.
Customization and Tailoring for Individual Needs
Another important feature of this system is its ability to customize clothing and shoes based on individual user needs. The system has user-friendly designing tools and customization tools for users. So, users can opt for custom designs, by modifying pre-existing templates or creating entirely new patterns from scratch. The system supports various forms of customization, allowing users to choose different fabrics, patterns, colors, and styles. It can also recommend adjustments to the pattern to better fit the user’s specific body shape or personal preferences.
The system can personalize a design for a customer who is seated in a wheelchair. The system accounts for the unique postural challenges faced by the user and adjusts the fit of the clothing accordingly. This feature is particularly useful for users with disabilities or those requiring custom-tailored clothing for medical reasons.
If the customer wants to use our clothing or shoe design tool for their own body, to design a new product or edit an existing one, we will give suggestions, recommendations and guidance to the customer through trained artificial intelligence or natural intelligence (human) to design the right outfit or shoe for their unique body characteristics. This is because every model and design doesn't suit all type of bodies and the customer needs an experienced consultant to help them design the clothes and shoes they want, and this is what we provide.
In regards to the use of artificial intelligence as described in the specification, machine learning algorithms are used to make a prediction or classification based on some input data, which can be labeled or unlabeled. The algorithm will produce an estimate about a pattern in the data. An error function evaluates the prediction of the model. If there are known examples, an error function can make a comparison to assess the accuracy of the model. A model optimization process then occurs. If the model can fit better to the data points in the training set, then weights are adjusted to reduce the discrepancy between the known example and the model estimate. The algorithm will repeat this “evaluate and optimize” process, updating weights autonomously until a threshold of accuracy has been met. Supervised learning in particular uses a training set to teach models to yield the desired output. This training dataset includes inputs and correct outputs, which enables the model to learn over time. The algorithm measures its accuracy through the loss function, adjusting until the error has been sufficiently minimized.
Design Hub as a Social Network
Design Hub is a social network equipped with user-friendly designing tools. In this social network, problems are defined by people, and also solved by people, or optionally by artificial intelligence (AI).
If the customer has a specific problem and cannot find suitable clothes or shoes that meets their needs, the customer can refer to the design hub that is part of our system and submit his (her) problem along with his (her) body information -such as the measurements he (she) already registered in the system and the 3D avatar that was already created by the system- to the public so that the rest of the system users can design clothes and shoes to solve his (her) problem and present to him (her) in the form of a virtual try-on and then discuss it with him (her).
Moreover, individuals interested in design can create and showcase their own custom designs and patterns, and potentially earn revenue by selling them to other people through our marketplace platform. The initial design can be created by the designer rather than being solely based on a request from someone with specific needs.
To implement a design, users can download the sewing patterns and make the product at home in a Do-It-Yourself manner, or they can choose a remote tailor or shoemaker through our platform to make the product and send it for the user with shipping services.
Tailoring Assistance and Do-It-Yourself Solutions
For those interested in do-it-yourself (DIY) tailoring, the system provides tailoring assistance. This feature enables users to download personalized sewing patterns based on their virtual 3D body model. These patterns can be used to create their own clothes at home, empowering users with customization options even outside of professional production environments. The system supports this with detailed step-by-step instructions, offering users the confidence to create high-quality garments that fit them perfectly.
Moreover, the system provides services for professional tailors and shoemakers, allowing them to utilize the platform's tools to craft custom clothing and shoes based on their clients' virtual 3D body models. By providing these services, the invention facilitates a seamless collaboration between users, tailors, and shoemakers, ensuring that each party can contribute to creating the best possible product.
Instead of calling the customer in person for a face-to-face trial, a tailor or shoemaker can perform a virtual try-on of the clothes or shoes on the customer's 3D avatar without the need for the customer to be present, and before making the product, he (she) will notice the flaws in the product design and makes the necessary corrections, and see the result of the reforms in a virtual try-on. Also, the customer can remotely see the virtual try-on and give feedback to the tailor.
Automated Tailoring Robots
The invention also introduces robots for automating tailoring. These robots work in professional settings where large-scale production is required. By using advanced robotics, the system can automate tasks like cutting fabric and stitching, significantly reducing production time and increasing precision. This makes the system highly efficient, particularly for businesses that need to produce custom clothing at scale without sacrificing quality.
Remote Personalized Shoemaking
Shoemaking within the system is notably advanced. It provides remote personalized shoemaking services, where users input precise foot measurements to create custom-fit shoes. Specifically, the invention uses measurements like ball girth, lateral, and sole of the foot, ensuring the most critical dimensions are captured for accuracy. The customer can do the measurement at home in two methods, manually or with a 3D scanner mobile App. This level of detail helps in creating shoes that not only fit better but also provide enhanced comfort, reducing the chances of common foot issues such as blisters or poor arch support. Not only the numerical values of perimeters, such as foot bottom measurement etc., but also the shapes of them are taken from the customer. These three measurements must be done by customer:
Ball girth measurement: Measurement of the distance around the shoe's toe box at its widest point, typically at the metatarsal heads (the ball of the foot). It is used so that the shoe is ensured to fit the width of the wearer's foot and is commonly used in shoe sizing and fitting. In our measurement of the ball girth, it is taken by placing a measuring tape across the two points. To find our proposed points, the feather edge (Figures 6 and 7), first the foot is fixed along a straight line or a ruler. Then the middle point of the line where the foot is completely tangent to the ruler is marked. Vamp point is also found in the same way ( ). To get the distance of these two points, at the vamp point, the flexible measuring tape will be placed behind the vamp point and towards the heel, and at the feather edge above the point and towards the toes as shown in Figures 9 and 10.
Lateral measurement: Based on the shoe model and gender, the highest point of the heel curving line usually varies in height. In the shoe model examined in the last study, we considered the top point of the line to be 63 mm above the beginning of the heel. Another required measurement is the length from this point to a quarter of the measured distance, the vamp point, and the feather edge. The method for this measurement is shown in .
Sole measurement: To obtain the necessary and essential sole measurements, knowing the foot's circumference is mandatory. To draw the actual outline of the foot on paper, it is best to hold the pencil perpendicular to the paper while tracing around the foot.
By integrating these measurements, a custom shoe last is created by a shoemaker or an artificial intelligence (AI), which is then used to generate shoes tailored specifically to the user's unique foot shape. This customization process ensures that the shoes provide optimal support and comfort, whether for casual wear, sports, or formal occasions. If there are foot disorders such as hallux valgus (HV), the shoe last modification will keep the beauty of shoe and size of the customer’s foot.
We can also consider the distribution of plantar pressure of the customer in their shoe design process to create more personalized shoes.
With the help of CAD software tools, we can design and personalize all parts of the shoe such as the shoe last, insole and outsole totally customized for the customer individual situations like as special diseases or special deformities on the foot, and also suggest the best material for each part according to the needs.
Comprehensive User Experience
The present invention provides a comprehensive and versatile system for the design, production, and virtual try-on of personalized clothes and shoes. From the non-rigid 3D body modeling to the precise remote shoemaking and Meta Catwalk, every aspect of the system is designed to enhance the user's experience. Whether users are creating their own garments or working with professional tailors/shoemakers, they benefit from an unprecedented level of customization, accuracy, and convenience.
The addition of automated tailoring robots and advanced testing further ensures that the end products are of the highest quality, making this system a groundbreaking solution in the fashion and apparel industry.
: Virtual try-on of a single dress, tried on two avatars. In the first row, the dress has a good size fit with a normal avatar, while in the second row, the dress appears very tight for an overweight avatar. The system accurately displays how the dress fits differently on each avatar, showing that the dress is appropriately sized for the normal avatar but is too tight for the overweight avatar. This serves as a visual example of how the system can provide real-time, personalized feedback on clothing fit, based on a user's body dimensions.
: Virtual try-on of a single dress, tried on three avatars. In the first row, the dress is very loose for a thin avatar. In the second row, the dress fits well on a normal avatar. In the third row, the dress appears too tight for an overweight avatar.
: A customer trying on clothing using two methods: virtual reality (VR) and augmented reality (AR). Panel (a) shows the original image submitted by the customer, panel (b) displays the virtual try-on result using AR, and panels (c) and (d) show virtual try-on results using VR from different camera angles.
: Two customers tried-on and bought a clothing with the same size; tried-on virtually before buying and then tried-on in reality after buying the clothing. First row shows the real and virtual try-ons for the first person who is thin, and the second row shows the real and virtual try-ons for the second person who is overweight.
: Using a different parametric model for each avatar according to the specific postural problems of the customer. In (a) the avatar (without any problem) is created with the standard parametric model, (b) is created with a model that has additional parameters for the amputated arm (which arm is damaged and what is the length of it), in (c) a different length can be set for each leg, in (d) it is possible to set a different height for each shoulder. These are just some examples and the supported postural problems by the system are not limited to them.
Figures 6-11: The figures illustrate the precise areas of the foot where measurements are taken to ensure a customized fit for each individual's footwear needs. Specifically, these figures demonstrate how to measure the ball girth, the lateral, and the sole of the foot. Each measurement point is critical for maintaining the correct product size and shape, ensuring that the shoe adapts to the unique contours of the foot. Accurate measurement at these key points guarantees that the footwear will meet the client’s functional and aesthetic requirements.
Motivational Solution for Losing Weight
We offer specially designed clothes for obese people so that their obesity is less visible, and we also customize the measurements of the clothes for the body measurements of the customer so that the clothes is suitable and comfortable for their body. But in addition to these, we offer a scientific motivational scenario to these people to get the necessary motivation to lose weight and use the benefits of losing weight. Some of the details of this scientifically motivated scenario for losing weight are mentioned:
By having the customer's body information, such as 3D avatar, our system analyzes the customer's obesity problems using trained artificial intelligence or natural (human) intelligence, and informs the customer.
In addition to mentioning the problems, it offers the customer scientific solutions to solve each problem. For example, in order to lose belly fat, a certain exercise should be done with a certain method and for a certain amount of time.
In addition to mentioning the problems and solutions, the customer's ideal body in a state where their obesity problems have been completely solved is shown to them in 3D so that they can always see and imagine themselves as such and get motivated to reach that state.
In addition to showing the ideal state of the body, so that reaching that final and ideal state seems attainable and does not seem like a difficult and unattainable operation for the customer, from the very beginning, we draw the roadmap ahead for the client in such a way that for short and attainable periods of time, named milestones, we show the client's body in 3D with the effect that the desired exercise will have on his (her) body in that short period of time along with the changes in body measurements. For example, the client can see his (her) body after 2 months, 4 months or 6 months of exercising; or any other time. All this information that was mentioned is available and visible to the customer from the very first day so that he (she) can get an accessible forecast of his (her) body changes over time and get the necessary motivation to do exercises and other solutions such as diets, etc. and compare himself (herself) with the expected results over time.
In addition to showing the customer's body in mid-term or at the final and ideal stages, the customer has the option to make a virtual try-on for the appropriate clothes for each of these stages, as well as trying on clothes with the current size to virtualize it in those states so that he (she) can understand his (her) body when slimming; because large size clothes on a small body well represent and reveal the size difference. For people who have postural disorders and irregularities and need treatment, or for those who want to perform cosmetic surgeries, we also offer a scenario similar to the one mentioned for obese people, in such a way that the customer's 3D body, in addition to the states and timings mentioned in the scenario of obese people, these situations are also shown to the client: before the treatment during the treatment period and after the completion of the treatment.
Action Observational Therapy
For people having limitations on moving some parts of their body, we can create virtual body of the customer very similar to him according to the body shape and appearance and also the clothes they put on, then show again and again the desired movement (which he/she cannot do it) animated on his/her virtual body. By repeated watching the movement on virtual body, the customer will get motivated to perform the desired movement in his/her real body.
Services for Other Industries
We can also provide services for virtual designing and trying-on of clothes and shoes to the filmmaking, animation, and game industries, so that using our technology, more realistic films (visual effects, VFX), animations, and games with more realistic clothes and shoes and better dynamics of clothes and shoes in motion can be produced.
Also, it is possible for a pre-recorded film/video to replace, change or edit the clothes/shoes worn by the actors, people, animals, etc., or even not worn by anybody and in any other situations; In this case, we provide the possibility to perform these kinds of corrections/modifications/edits to the film/video/image even after the production phase is finished. For example, when a movie is going to be released in multiple countries, the system can change the clothes/shoes used in the movie according to each country’s culture, bringing a more localized experience for viewers.
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Claims (20)

  1. A system for personalized virtual try-on and customization of clothing, footwear, and accessories, comprising:
    1. a non-rigid 3D avatar generation module configured to receive user measurements, wherein said user measurements include one or more of height, arm length, leg length, neck circumference, chest circumference, waist circumference, and hip circumference;
    2. a global standard virtual try-on compatible pattern module to load and store sewing pattern files of products in a specified open-standard format;
    3. a virtual try-on module configured to apply the selected clothing, footwear, or accessory to said 3D avatar, wherein said application includes a simulation of fabric, material behavior, fit, and appearance on the user's body shape;
    4. a feedback system configured to provide real-time visual or textual feedback indicating fit tightness, looseness, and aesthetic compatibility with user preferences; and
    5. a customization module allowing the user to modify product parameters, including material, pattern, and design features, wherein the system adapts the clothing or footwear patterns in real-time to match the user's body measurements.
  2. The system of claim 1, wherein the 3D avatar generation module is further configured to generate an avatar from user-supplied images, wherein the avatar is calibrated to match the user’s body proportions using an artificial intelligence model for image processing trained on a sample dataset and refined through a feedback process.
  3. The system of claim 1, wherein the virtual try-on module is configured to adjust the selected clothing or footwear dynamically in response to the product's materials, user-selected poses, body movements, or environmental factors to simulate the real-world behavior of the apparel.
  4. The system of claim 1, wherein the virtual try-on module includes options for the user to compare multiple clothing or footwear items simultaneously, wherein different products are shown on distinct avatars or applied sequentially to the same avatar.
  5. The system of claim 1, wherein the virtual try-on module is configured to allow professional tailors or shoemakers to review remote try-ons using the user's 3D avatar, thereby enabling real-time or offline corrections and providing user feedback.
  6. The system of claim 1, wherein the virtual try-on module allows for modification or replacement of clothing or shoes in one or more of pre-recorded video, film, or images after production of the one or more pre-recorded video, film, or images is complete.
  7. The system of claim 1, wherein the customization module allows for the creation of personalized clothing and shoes for users with specific postural problems, including asymmetrical limbs, different shoulder heights, and other body irregularities.
  8. The system of claim 1, wherein the global standard virtual try-on compatible pattern module allows for loading sewing pattern files with our specified public standard format, to be used by virtual try-on module to show the 3D product on customer's 3D avatar.
  9. The system of claim 1, wherein the global standard virtual try-on compatible pattern module allows for generating and storing sewing pattern of products that are customized by customization module in our specified public standard formatted digital file to be used afterwards.
  10. The system of claim 1, wherein third-party design tools are allowed for generating and storing sewing pattern digital files in our specified public standard format to then be used in our virtual try-on system.
  11. The system of claim 1, wherein the virtual try-on module includes augmented reality (AR) and virtual reality (VR) capabilities, allowing the user to try on clothing or shoes using the user’s own image with AR and view different perspectives with VR.
  12. The system of claim 1, further comprising:
    1. a sewing pattern generator for creating personalized sewing patterns based on the user's 3D avatar,
    2. a tailoring assistance module providing step-by-step instructions for creating the clothing or shoes from the sewing patterns.
  13. The system of claim 1, wherein the customer can search and review the products through a virtual 3D environment in which the customer can walk in a virtual mall with his/her 3D avatar and try-on various clothes and shoes virtually.
  14. The system of claim 1, wherein the virtual try-on module can generate static results for a fixed pose body and dynamic results for a moving body with dynamic body poses.
  15. A method for enhancing user experience in customized clothing and footwear production, comprising:
    1. receiving user measurements through an input interface, wherein the measurements include at least one of height, leg length, arm length, and body circumference;
    2. generating a 3D avatar of the user based on said measurements, wherein said avatar is customizable for size and shape using a plurality of parametric models;
    3. generating personalized clothing or shoe designs based on user preferences, or selecting a clothing or footwear item from a virtual catalog;
    4. applying the selected clothing or footwear to the avatar in a simulated environment, wherein the system simulates the material’s interaction with the avatar’s body, based on fabric properties and fit parameters;
    5. providing real-time visual feedback to the user, including recommendations for size adjustments and appearance modifications;
    6. providing sewing patterns and tailoring instructions for do-it-yourself creation or delegating to a remote tailor to create and deliver the final product;
    7. offering motivational visualization for body improvements and weight loss; and
    8. offering motivational visualization for desired body movements for people having limitations on moving some parts of body, to be motivated and try and practice to perform that movement.
  16. The method of claim 15, wherein the real-time visual feedback includes indicators of clothing tightness, looseness, and fit, based on simulations of fabric stretch, compression, and fold behavior as mapped onto the avatar.
  17. A method for simulating the virtual fitting of accessories, comprising:
    1. receiving accessory selection input from a user;
    2. generating a 3D avatar of the user’s body part, wherein the body part is selected from the group consisting of head, wrist, hand, neck, and waist;
    3. applying the accessory to the avatar and adjusting it based on user preferences for size, style, and fit;
    4. providing real-time feedback on the aesthetic appearance and functional fit of the accessory, wherein said feedback includes indicators for size compatibility, style matching, and potential adjustments.
  18. The method of claim 17, wherein the accessory is one of a belt, watch, hat, glasses, or bracelet, and the system simulates the material flexibility, appearance, and comfort based on user-selected materials.
  19. A system for virtual shoe fitting, comprising:
    1. a foot scanning module configured to generate a 3D model of the user’s foot, wherein said model is based on a minimal set of user-provided measurements;
    2. a shoe try-on module configured to map the selected shoe onto the 3D foot model, simulating shoe fitment in terms of length, width, and arch support; and
    3. a feedback module providing real-time feedback on the suitability of the shoe for the user’s foot, including indicators for tightness or looseness at critical points such as the heel, arch, and toe box.
  20. The system of claim 19, wherein the foot scanning module allows the user to adjust the foot model manually or submit additional data, including foot posture images or user preferences for fit tightness or looseness.
PCT/EP2024/078605 2023-10-10 2024-10-10 Method, system and hub for design, customization, virtual try-on and production of clothes and shoes in the absence of the customer Pending WO2025078549A1 (en)

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