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International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962
Volume-11, Issue-2 (April 2021)
www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5
38 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Image-Based Virtual Clothing
Harshada Kudtarkar1
, Dinesh Farad2
, Ruchira Zope3
and Prof. Dhanashree Hadsul4
1
Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA
2
Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA
3
Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA
4
Assistant Professor, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA
3
Corresponding Author: ruchirazope5599@gmail.com
ABSTRACT
Online shopping has found speedy growth for the
fast-paced world in the present situation. Precisely garments
shopping are one of the most exciting parts especially for
ladies. The continuous changing fashion and newly designed
outfits motivates customers for shopping. New online
shopping stores have added an ease for shopping your desired
products by removing the constraints of places and time
limits. As far as garments are concerned, predicting the
appropriate size and imaging the real life look of that
garment just by viewing its image is achallenging task.
The project introduces an easy and feasible solution
for the online shopping try-on scenario by introducing an app
with a digital try-on feature. It can enhance online shopping
experience. In this project, we propose an idea for fitting a
given 3D garment model on a person. We will use 3d models
of the clothes that will fit on the image of the user and enable
a user to see himself/herself wearing virtual clothes. The 3D
models of the clothes are stored in the system. On opening the
application, user can view the clothes available and by using
the mobile’s camera the user can get an idea of how the
garment will fit on him/her. This way the user can have a fair
idea about the look of the garment.
Keywords— Virtual, Clothing, Image, 3D, Online
Shopping
I. INTRODUCTION
There can be multiple problems a user can face
while he/she goes out to shop. The trial of the same cloth
by multiple users may lead to various skin diseases to the
customer and also degrade the quality of cloth. The
chances of having a camera in the trail room and violating
the privacy of customers are a major issue in India. On the
other hand, the seller's job also becomes tedious. If such
problems are addressed by an effective solution, then the
pleasure of shopping can surely be increased leading to a
huge profit to sellers as well.
Online shopping has found speedy growth for the
fast paced world in the present situation. Instead of people
walking in and out of the several shops to find their
clothes, they only buy them at home using a single click.
Shopping online gradually becomes a kind of fashion with
the prevalence of Internet and e-commerce. At the same
time, as the development and the increasing integration of
network and information technology, many traditional
media contents go for digital methods.
But as many people now-a-days tend to go for
online shopping, it is not the case that the customer is
totally satisfied. Trying on of the clothes takes place only
after the product is delivered to the customer. It is better
for the customer to get an idea about how the clothes will
look on him/her before actually buying it. Analysing the
look of the garment on oneself is a problem in online
shopping and can lead to customer dissatisfaction. There is
a need to find a solution for this problem and thus reducing
the tedious process that follows for returning the product.
This solution has to be user friendly, efficient and
embedded with advance technology. Virtual Try-On can
prove to be a solution for eliminating the problems. It
provides an option to try on the clothes virtually without
actually visiting a shop and physically try on the clothes.
II. LITERATURE SURVEY
1. Literature Review
 Unity 3D
Unity3D is a powerful cross-platform 3D engine
and a user friendly development environment.Unity3D is
efficient for rendering 2d and 3d scenarios. The engine can
be used to create both three- dimensional and two-
dimensional games as well as simulations for its many
platforms. The quality offered by unity3D is far better
compared to any other applications for 3D development.
Unity is a cross-platform game engine primarily used to
develop video games and simulations for PC, consoles,
mobile devices and websites. Unity is used for scripting,
scene creation, animation, app architecture development,
level design, motion design, and physics implementation.
Flutter
Flutter is an open source UI software
development kit created by Google. It is used to develop
applications for Android and IOS from a single codebase.
Flutter is not a language, rather an SDK just like Android
SDK. For android development Java/Kotlin are the
International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962
Volume-11, Issue-2 (April 2021)
www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5
39 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
programming languages, for cross-platform development
using flutter, DART is the official programming language.
The SDK is free and launched as a source developer to
explore and create powerful tracking applications around.
It is the reason for apps and interface made with flutter.
 DART
Dart is an open-source general- purpose client-
optimized programming language for developing apps on
multiple platforms. It is developed by Google and is used
to build mobile, desktop, server, and web applications.
Dart is an object-oriented, class-based, garbage- collected
language with C style syntax language. Dart can compile
to either native code or JavaScript. the Dart SDK comes
with its compiler – the Dart VM. The SDK also includes a
utility -dart2js, a transpiler that generates JavaScript
equivalent of a Dart Script.
 Vuforia
Vuforia is an augmented reality software
development kit (SDK) for mobile devices that enables the
creation of augmented reality applications. It uses
computer vision technology to recognize and track planar
images and 3D objects in real time. This image registration
capability enables developers to position and orient virtual
objects, such as 3D models and other media, in relation to
real world objects when they are viewed through the
camera of a mobile device. The virtual object then tracks
the position and orientation of the image in real-time so
that the viewer's perspective on the object corresponds
with the perspective on the target. It thus appears that the
virtual object is a part of the real-world scene.
 Firebase
Firebase is a backend platform for building Web,
Android and IOS applications. It offers real time database,
different APIs, multiple authentication types and hosting
platform.
2. Related Work
A Mixed Reality Virtual Clothes Try-on System
Article in IEEE Transactions on Multimedia · December
2013
This paper has a brief description over mixed
reality system for 3D virtual clothes try-on. It
automatically customizes an invisible (or partially visible)
avatar based on the user’s body size and the skin color and
use it for proper clothes fitting, alignment and clothes
simulation. The contributions in this paper are summarized
as follows:
1) They have proposed a system that allows the user for
trying-on various virtual clothes with one consumable
RGB-D sensor. As concluded from their user study, this
system can help users to make their purchase decision
without physically trying- on clothes.
2) They automatically customize an invisible (or
partially visible) avatar and use it for proper clothes fitting,
alignment and clothes simulation. This includes:
i) A body customization algorithm to modify the avatar
based on the user’s body sizes,
ii) A method for adaptively matching the avatar’s skin
color to the user’sface skin, and
iii) A method for robustly aligning the customized avatar
withtheuser’simage.
Towards Photo-Realistic Virtual Try-On by
Adaptively Generating(Preserving Image Content)
This paper propose a novel visual try-on network,
namely Adaptive Content Generating and Preserving
Network (ACGPN). In particular, ACGPN first predicts
semantic layout of the reference image that will be changed
after try-on (e.g. long sleeve shirt arm, arm jacket), and
then determines whether its image content needs to be
generated or preserved according to the predicted
semantic layout, leading to photo-realistic try-on and rich
clothing details. ACGPN generally involves three major
modules. First, a semantic layout generation module
utilizes semantic segmentation of the reference image to
progressively predict the desired semantic layout after try-
on. Second, clothes warping module warps clothing
images according to the generated semantic layout, where
a second- order difference constraint is introduced to
stabilize the warping process during training. Third, an in
painting module for content fusion integrates all
information (e.g. reference image, semantic layout,
wrapped clothes) to adaptively produce each semantic part
of human body. In comparison to the state of-the-art
methods, ACGPN can generate photo-realistic images with
much better perceptual quality and richer fine-details.
III. PROPOSED SYSTEM
This project aims to provide a convenient mobile
application for the customers to get a digital try-on the of
clothes that have been developed using an open-source UI
software development tool (flutter) and Unity3D. The user
interface is designed purely using flutter with the use of
Dart language and firebase is used as the database for
storing the user information and the products. For storing
the 3d models of the clothes the Vuforia kit is used.
The 3D models of the garments are stored in the
database for the available clothes. If a new model is to be
added then the 3d model is added in vuforia kit. The admin
then adds the clothes and description of the clothes in the
app database through the app interface that are then visible
to the user in the app. The available items are displayed in
a list
The user needs to create an account and log in the
system to be able to view the list of clothes available
through the UI. Once the user is logged in, he will
interact with the mobile application and go through the
various categories available. A list of cloth styles will be
International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962
Volume-11, Issue-2 (April 2021)
www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5
40 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
displayed. The customer then selects the desired cloth to
try.
The user can see all the details of the items
available and the user can add the items to cart. There is a
button for try-on of the clothes. When the user clicks on
try- on, he will be redirected to Unity interface where the
camera of the mobile is on. The user needs to stand in front
of the camera to get a view of the garment on one’s body.
The 3D cloth models are fetched from the database and
using an algorithm overlaid on the customers and displayed
on the mobile screen.
The customer can then decide which product to
buy and can proceed to payment process.
IV. IMPLEMENTATION DETAILS
The implementation of the proposed system is
highlighted with help of an architecture diagram (fig. 1).
The core system design is divided into modules. Modules
and their implementation details are as follows: The first
phase includes the mobile app while the second phase
includes the use of augmented reality technology.
1. A mobile application using Flutter
2. Augmented Reality try-on room
Virtual Try-On has following modules:
1. App Module
Flutter is an open-source framework created by
Google for developing mobile applications. It can be used
to develop both Android and iOS applications. The apps
built using flutter are written in dart language. The Flutter
applications can be developed directly from Android
studio by configuring flutter SDK in it.
 Login and Register
The first step is to Register and then Login to use
the app. This module will register a new user and store the
user details in the database. When the user wish to use the
app again, he/she can use the information and continue
using the app. If the user is not registered, he/she will not
be able to login directly. The user data is verified from the
database and then the user can proceed further.
 Database
We will be using firebase database for storing the
products, user details and 3d models of the products. When
the user will register, the information will be saved in
firebase database and when user logs in, the data is fetched
and user is authenticated. You can query the Firebase Auth
backend through a REST API. This can be used for various
operations such as creating new users, signing in existing
ones and editing or deleting these users.
2. Augmented Reality Display
For Augmented Reality, we will be using Unity
software to show the 3d images on the app screen. Unity
will be integrated with flutter app and 3d images of clothes
will be displayed.
 Object Detection
Real-time object detection in Flutter using camera
and tflite plugin. tflite is a Flutter plugin for accessing
TensorFlow Lite API. Supports image classification, object
detection on both iOS and Android.
International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962
Volume-11, Issue-2 (April 2021)
www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5
41 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
V. RESULTS
VI. CONCLUSION
There are a lot of shopping apps where customers
can buy the clothes but it involves guessing work of how
the cloth will look on the customer. The advantages and
disadvantages of various existing dressing methods are
analyzed, and a new way of virtual dressing is proposed.
Virtual Try-On presented an efficient and affordable
method for real time virtual dress up system. This method
consist of two steps: explore the shopping app and select
the cloth and second is to try it on using the mobile
camera. There existed many benefits from this real time
virtual dress up systems for customers, shop owners and
companies, such as space saving and reduce wasting cloth
tried on. Moreover, it did not require physical space and it
was much easier to use. The system has a resize option so
that the cloth will fit on the person perfectly. The customer
can take a picture of his/her virtual dress-up and can get
opinions of other people. It also made people easier to
choose dress perfectly within a short time with the social
media sharing. Finally, experimental results were
demonstrated this proposed method is accurate and reliable
to solve the promising and challenging real-time automatic
dress up system.
International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962
Volume-11, Issue-2 (April 2021)
www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5
42 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
REFERNCES
[1] Shi, G., Gao, C., & Wang, D. et al. (2020). Automatic
3D virtual fitting system based on skeleton driving.
Available at: https://doi.org/10.1007/s00371-020-01853-1.
[2] Li, J., Ye, J., Wang, Y., Bai, L., & Lu, G. (2010).
Fitting 3D garment models onto individual human models.
Comput. Graph., 34(6), 742–755.
[3] Li, J. & Lu, G. (2011). Customizing 3D garments based
on volumetric deformation. Comput. Ind., 62(7), 693–707.
[4] Wu, N., Deng, Z., Huang, Y., Liu, C., Zhang, D., &
Jin, X. (2018). A fast garment fitting algorithm using
skeleton-based error metric. Comput. Anim. Virtual
Worlds, 29(3–4), e1811.
[5] Wang, C.C. (2005). Parameterization and parametric
design of mannequins. Comput.-Aided Des., 37(1), 83–98.
[6] Weiss, A., Hirshberg, D., & Black, M. J. (2011). Home
3D body scans from noisy image and range data. In:
International Conference on Computer Vision, pp. 1951–
1958.

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Image-Based Virtual Clothing

  • 1. International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962 Volume-11, Issue-2 (April 2021) www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5 38 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Image-Based Virtual Clothing Harshada Kudtarkar1 , Dinesh Farad2 , Ruchira Zope3 and Prof. Dhanashree Hadsul4 1 Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA 2 Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA 3 Student, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA 4 Assistant Professor, Department of IT, Fr. C. Rodrigues Institute of Technology, Vashi, Navi Mumbai, INDIA 3 Corresponding Author: ruchirazope5599@gmail.com ABSTRACT Online shopping has found speedy growth for the fast-paced world in the present situation. Precisely garments shopping are one of the most exciting parts especially for ladies. The continuous changing fashion and newly designed outfits motivates customers for shopping. New online shopping stores have added an ease for shopping your desired products by removing the constraints of places and time limits. As far as garments are concerned, predicting the appropriate size and imaging the real life look of that garment just by viewing its image is achallenging task. The project introduces an easy and feasible solution for the online shopping try-on scenario by introducing an app with a digital try-on feature. It can enhance online shopping experience. In this project, we propose an idea for fitting a given 3D garment model on a person. We will use 3d models of the clothes that will fit on the image of the user and enable a user to see himself/herself wearing virtual clothes. The 3D models of the clothes are stored in the system. On opening the application, user can view the clothes available and by using the mobile’s camera the user can get an idea of how the garment will fit on him/her. This way the user can have a fair idea about the look of the garment. Keywords— Virtual, Clothing, Image, 3D, Online Shopping I. INTRODUCTION There can be multiple problems a user can face while he/she goes out to shop. The trial of the same cloth by multiple users may lead to various skin diseases to the customer and also degrade the quality of cloth. The chances of having a camera in the trail room and violating the privacy of customers are a major issue in India. On the other hand, the seller's job also becomes tedious. If such problems are addressed by an effective solution, then the pleasure of shopping can surely be increased leading to a huge profit to sellers as well. Online shopping has found speedy growth for the fast paced world in the present situation. Instead of people walking in and out of the several shops to find their clothes, they only buy them at home using a single click. Shopping online gradually becomes a kind of fashion with the prevalence of Internet and e-commerce. At the same time, as the development and the increasing integration of network and information technology, many traditional media contents go for digital methods. But as many people now-a-days tend to go for online shopping, it is not the case that the customer is totally satisfied. Trying on of the clothes takes place only after the product is delivered to the customer. It is better for the customer to get an idea about how the clothes will look on him/her before actually buying it. Analysing the look of the garment on oneself is a problem in online shopping and can lead to customer dissatisfaction. There is a need to find a solution for this problem and thus reducing the tedious process that follows for returning the product. This solution has to be user friendly, efficient and embedded with advance technology. Virtual Try-On can prove to be a solution for eliminating the problems. It provides an option to try on the clothes virtually without actually visiting a shop and physically try on the clothes. II. LITERATURE SURVEY 1. Literature Review  Unity 3D Unity3D is a powerful cross-platform 3D engine and a user friendly development environment.Unity3D is efficient for rendering 2d and 3d scenarios. The engine can be used to create both three- dimensional and two- dimensional games as well as simulations for its many platforms. The quality offered by unity3D is far better compared to any other applications for 3D development. Unity is a cross-platform game engine primarily used to develop video games and simulations for PC, consoles, mobile devices and websites. Unity is used for scripting, scene creation, animation, app architecture development, level design, motion design, and physics implementation. Flutter Flutter is an open source UI software development kit created by Google. It is used to develop applications for Android and IOS from a single codebase. Flutter is not a language, rather an SDK just like Android SDK. For android development Java/Kotlin are the
  • 2. International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962 Volume-11, Issue-2 (April 2021) www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5 39 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. programming languages, for cross-platform development using flutter, DART is the official programming language. The SDK is free and launched as a source developer to explore and create powerful tracking applications around. It is the reason for apps and interface made with flutter.  DART Dart is an open-source general- purpose client- optimized programming language for developing apps on multiple platforms. It is developed by Google and is used to build mobile, desktop, server, and web applications. Dart is an object-oriented, class-based, garbage- collected language with C style syntax language. Dart can compile to either native code or JavaScript. the Dart SDK comes with its compiler – the Dart VM. The SDK also includes a utility -dart2js, a transpiler that generates JavaScript equivalent of a Dart Script.  Vuforia Vuforia is an augmented reality software development kit (SDK) for mobile devices that enables the creation of augmented reality applications. It uses computer vision technology to recognize and track planar images and 3D objects in real time. This image registration capability enables developers to position and orient virtual objects, such as 3D models and other media, in relation to real world objects when they are viewed through the camera of a mobile device. The virtual object then tracks the position and orientation of the image in real-time so that the viewer's perspective on the object corresponds with the perspective on the target. It thus appears that the virtual object is a part of the real-world scene.  Firebase Firebase is a backend platform for building Web, Android and IOS applications. It offers real time database, different APIs, multiple authentication types and hosting platform. 2. Related Work A Mixed Reality Virtual Clothes Try-on System Article in IEEE Transactions on Multimedia · December 2013 This paper has a brief description over mixed reality system for 3D virtual clothes try-on. It automatically customizes an invisible (or partially visible) avatar based on the user’s body size and the skin color and use it for proper clothes fitting, alignment and clothes simulation. The contributions in this paper are summarized as follows: 1) They have proposed a system that allows the user for trying-on various virtual clothes with one consumable RGB-D sensor. As concluded from their user study, this system can help users to make their purchase decision without physically trying- on clothes. 2) They automatically customize an invisible (or partially visible) avatar and use it for proper clothes fitting, alignment and clothes simulation. This includes: i) A body customization algorithm to modify the avatar based on the user’s body sizes, ii) A method for adaptively matching the avatar’s skin color to the user’sface skin, and iii) A method for robustly aligning the customized avatar withtheuser’simage. Towards Photo-Realistic Virtual Try-On by Adaptively Generating(Preserving Image Content) This paper propose a novel visual try-on network, namely Adaptive Content Generating and Preserving Network (ACGPN). In particular, ACGPN first predicts semantic layout of the reference image that will be changed after try-on (e.g. long sleeve shirt arm, arm jacket), and then determines whether its image content needs to be generated or preserved according to the predicted semantic layout, leading to photo-realistic try-on and rich clothing details. ACGPN generally involves three major modules. First, a semantic layout generation module utilizes semantic segmentation of the reference image to progressively predict the desired semantic layout after try- on. Second, clothes warping module warps clothing images according to the generated semantic layout, where a second- order difference constraint is introduced to stabilize the warping process during training. Third, an in painting module for content fusion integrates all information (e.g. reference image, semantic layout, wrapped clothes) to adaptively produce each semantic part of human body. In comparison to the state of-the-art methods, ACGPN can generate photo-realistic images with much better perceptual quality and richer fine-details. III. PROPOSED SYSTEM This project aims to provide a convenient mobile application for the customers to get a digital try-on the of clothes that have been developed using an open-source UI software development tool (flutter) and Unity3D. The user interface is designed purely using flutter with the use of Dart language and firebase is used as the database for storing the user information and the products. For storing the 3d models of the clothes the Vuforia kit is used. The 3D models of the garments are stored in the database for the available clothes. If a new model is to be added then the 3d model is added in vuforia kit. The admin then adds the clothes and description of the clothes in the app database through the app interface that are then visible to the user in the app. The available items are displayed in a list The user needs to create an account and log in the system to be able to view the list of clothes available through the UI. Once the user is logged in, he will interact with the mobile application and go through the various categories available. A list of cloth styles will be
  • 3. International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962 Volume-11, Issue-2 (April 2021) www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5 40 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. displayed. The customer then selects the desired cloth to try. The user can see all the details of the items available and the user can add the items to cart. There is a button for try-on of the clothes. When the user clicks on try- on, he will be redirected to Unity interface where the camera of the mobile is on. The user needs to stand in front of the camera to get a view of the garment on one’s body. The 3D cloth models are fetched from the database and using an algorithm overlaid on the customers and displayed on the mobile screen. The customer can then decide which product to buy and can proceed to payment process. IV. IMPLEMENTATION DETAILS The implementation of the proposed system is highlighted with help of an architecture diagram (fig. 1). The core system design is divided into modules. Modules and their implementation details are as follows: The first phase includes the mobile app while the second phase includes the use of augmented reality technology. 1. A mobile application using Flutter 2. Augmented Reality try-on room Virtual Try-On has following modules: 1. App Module Flutter is an open-source framework created by Google for developing mobile applications. It can be used to develop both Android and iOS applications. The apps built using flutter are written in dart language. The Flutter applications can be developed directly from Android studio by configuring flutter SDK in it.  Login and Register The first step is to Register and then Login to use the app. This module will register a new user and store the user details in the database. When the user wish to use the app again, he/she can use the information and continue using the app. If the user is not registered, he/she will not be able to login directly. The user data is verified from the database and then the user can proceed further.  Database We will be using firebase database for storing the products, user details and 3d models of the products. When the user will register, the information will be saved in firebase database and when user logs in, the data is fetched and user is authenticated. You can query the Firebase Auth backend through a REST API. This can be used for various operations such as creating new users, signing in existing ones and editing or deleting these users. 2. Augmented Reality Display For Augmented Reality, we will be using Unity software to show the 3d images on the app screen. Unity will be integrated with flutter app and 3d images of clothes will be displayed.  Object Detection Real-time object detection in Flutter using camera and tflite plugin. tflite is a Flutter plugin for accessing TensorFlow Lite API. Supports image classification, object detection on both iOS and Android.
  • 4. International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962 Volume-11, Issue-2 (April 2021) www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5 41 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. V. RESULTS VI. CONCLUSION There are a lot of shopping apps where customers can buy the clothes but it involves guessing work of how the cloth will look on the customer. The advantages and disadvantages of various existing dressing methods are analyzed, and a new way of virtual dressing is proposed. Virtual Try-On presented an efficient and affordable method for real time virtual dress up system. This method consist of two steps: explore the shopping app and select the cloth and second is to try it on using the mobile camera. There existed many benefits from this real time virtual dress up systems for customers, shop owners and companies, such as space saving and reduce wasting cloth tried on. Moreover, it did not require physical space and it was much easier to use. The system has a resize option so that the cloth will fit on the person perfectly. The customer can take a picture of his/her virtual dress-up and can get opinions of other people. It also made people easier to choose dress perfectly within a short time with the social media sharing. Finally, experimental results were demonstrated this proposed method is accurate and reliable to solve the promising and challenging real-time automatic dress up system.
  • 5. International Journal of Engineering and Management Research e-ISSN: 2250-0758 | p-ISSN: 2394-6962 Volume-11, Issue-2 (April 2021) www.ijemr.net https://doi.org/10.31033/ijemr.11.2.5 42 This Work is under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. REFERNCES [1] Shi, G., Gao, C., & Wang, D. et al. (2020). Automatic 3D virtual fitting system based on skeleton driving. Available at: https://doi.org/10.1007/s00371-020-01853-1. [2] Li, J., Ye, J., Wang, Y., Bai, L., & Lu, G. (2010). Fitting 3D garment models onto individual human models. Comput. Graph., 34(6), 742–755. [3] Li, J. & Lu, G. (2011). Customizing 3D garments based on volumetric deformation. Comput. Ind., 62(7), 693–707. [4] Wu, N., Deng, Z., Huang, Y., Liu, C., Zhang, D., & Jin, X. (2018). A fast garment fitting algorithm using skeleton-based error metric. Comput. Anim. Virtual Worlds, 29(3–4), e1811. [5] Wang, C.C. (2005). Parameterization and parametric design of mannequins. Comput.-Aided Des., 37(1), 83–98. [6] Weiss, A., Hirshberg, D., & Black, M. J. (2011). Home 3D body scans from noisy image and range data. In: International Conference on Computer Vision, pp. 1951– 1958.