Build a pipeline that (1) converts a user selfie into a personalized rigged 3D human avatar, and
(2) enables realistic virtual try‑on of a saree on that avatar—viewable in real time on
web/mobile, similar to AvatarSDK, but with a custom garment (saree) system.
High‑Level Architecture
flowchart TD
A[User Selfie(s)] --> B[Face & Body Parameter Estimation]
B --> C[Personalized Avatar Construction]
C --> D[Saree Selection & Fitting]
D --> E[Physics/Drape Simulation]
E --> F[Renderer/Viewer (WebGL/Unity/Unreal)]
F --> G[Snapshots/Video/AR]
subgraph Models
B1[Face Identity Encoder] --> B
B2[Body Shape/Pose Estimator] --> B
B3[Garment Fit Model] --> D
B4[Cloth Physics] --> E
end
Core Components
1) Input & Preprocessing
● Inputs: 1–5 selfies (frontal + slight left/right), optional full‑body photo, optional
height/weight.
● Preprocess: face detection, landmarks (eyes/nose/mouth outline), segmentation
(hair/skin/clothes), lighting normalization.
● Output: clean crops, normalized camera intrinsics/extrinsics.
2) Face Reconstruction (Identity‑faithful head)
● Approach A (Parametric): Predict 3D Morphable Model (3DMM) parameters (shape,
expression, albedo) from selfie(s). Examples: FLAME/DECA‑like heads.
○ Pros: fast, rig‑ready, animation friendly.
○ Cons: detail limited by model space.
● Approach B (Neural/Gaussian Head): Build a photoreal head (NeRF/Gaussian
Splatting) then retarget to mesh for rigging.
○ Pros: high realism.
○ Cons: heavier, harder to integrate with physics and mobile.
● Recommended: Start with parametric head for speed/compatibility; optionally
fine‑detail with displacement/normal map (from a single‑image detail reconstructor).
3) Body Estimation & Base Avatar
● Body Model: SMPL‑X (unified body+hands+face) or SMPL (body only) with a separate
head.
● From Single Image: Estimate shape β and pose θ (VIBE/PIXIE/HybrIK/ICON‑like
methods) from front/full‑body photo. Fall back to mean pose when only a selfie is
provided.
● Rigging: Standard skeleton (Mixamo‑compatible). Export glTF 2.0 / FBX for viewers.
4) Personalized Texturing
● Face: Generate albedo from selfie(s), blend to head UVs (lighting‑aware). Fix
tone/illumination via intrinsic decomposition.
● Body: Neutral base skin with tone harmonization to face (optional learned tone
matcher).
5) Saree Asset System (Training & Authoring)
● Garment Representation:
○ Sim Mesh: Triangulated cloth with high‑res topology (~20–80k tris) + low‑res
proxy for simulation.
○ Pattern/Material: PBR textures (albedo, normal, roughness, metallic) +
thickness/bend coefficients.
○ Drape Styles: Nivi, Bengali, Gujarati, Maharashtrian, Tamil, Modern, etc. Each
style as a simulation preset (pleat count, tuck points, pin constraints, wrap
path).
● Authoring Tools: Marvelous Designer/Blender to create base saree mesh + pleat rigs;
bake UVs; export to glTF.
● "Training" the Saree:
○ Data: Pairs of (body shape, pose) → (stable drape state) per style; different
fabric types (silk/cotton/chiffon).
○ Model: Learn a pose‑conditioned garment deformation network that predicts
saree vertex offsets from the body (coarse), followed by a fast physics solver
for fine wrinkles.
○ Goal: Instant first‑fit (ML) + 10–30 iterative physics steps (realism) instead of full
from‑scratch simulation.
6) Fitting & Drape Simulation
● Pipeline:
○ Skin the saree low‑poly to the avatar skeleton (rough follow).
○ Run ML garment fit model → initial drape.
○ Run physics (XPBD/Position‑Based Dynamics or FEM) with collision against
avatar mesh.
○ Apply style constraints (pleat pins, waist tuck, shoulder pallu path),
wind/gravity.
○ Substep until stable; then render.
● Physics Engines:
○ Web: [Link]/Bullet, Rapier (Wasm), or custom XPBD in WebGPU.
○ Native: NVIDIA PhysX, Unity DOTS Physics, Unreal Chaos.
7) Rendering & Delivery
● Web: [Link]/[Link] + WebGL/WebGPU; use KTX2 textures; Draco compressed
meshes; BasisU for PBR maps; HDRI environment for consistent lighting.
● Mobile: Unity/Unreal SDK or WebView; leverage AR frameworks (ARCore/ARKit) for
passthrough try‑on.
● Formats: glTF 2.0 (preferred), FBX (for DCC/engines), USDZ (iOS AR export).
Detailed Inference Flow (Selfie → Avatar → Saree)
sequenceDiagram
participant U as User
participant FE as Frontend
participant BE as Backend API
participant ID as Identity/Face Svc
participant BM as Body Model Svc
participant GM as Garment Fit+Sim
participant RV as Renderer/Viewer
U->>FE: Upload selfie(s) (+optional full‑body)
FE->>BE: Send images + metadata
BE->>ID: Run face landmarks + 3D head params
ID-->>BE: Head mesh + texture maps
BE->>BM: Estimate body shape/pose (SMPL‑X)
BM-->>BE: Body mesh + skeleton (rigged)
BE->>GM: Avatar + selected style/fabric
GM-->>BE: Fitted saree (mesh cache)
BE-->>FE: glTF scene (avatar + saree)
FE->>RV: Load scene; physics preview
RV-->>U: Interactive try‑on (rotate/animate)
Data Requirements
● Faces: 5–10k public face images with 3DMM supervision or synthetic renders for
pretraining; for personalization, only the user’s selfie(s) are needed.
● Bodies: In‑the‑wild person images with 2D keypoints/SMPL‑X fits for training a
shape/pose regressor.
● Saree Drape: Captured simulations (synthetic) across:
○ 6–10 drape styles × 20 body shapes × 50 poses × 3 fabric types.
○ Export vertex caches as supervision for the garment network.
Training Overview
A) Face Identity Encoder
● Losses: Landmark reprojection, photometric (masked), perceptual (VGG), identity
(ArcFace), regularization on 3DMM params.
● Outputs: Head mesh (FLAME/3DMM params), expression blendshapes, albedo/normal.
B) Body Regressor
● Losses: 2D keypoint L2, SMPL‑X prior, shape/pose smoothness, optional 3D
supervision.
● Outputs: β (shape), θ (pose), camera.
C) Saree Deformation Network
● Input: Body shape β, pose θ, style s, fabric f.
● Output: Vertex offsets ΔV for saree template (coarse).
● Losses: Chamfer/vertex L2 to sim ground truth, collision penalties, edge length/area
regularizers, style constraints.
● Post: Short physics rollout to add wrinkles; train with differentiable/approximated physics
when possible.
Tech Stack (Recommended)
● Backend: Python (FastAPI) or [Link] (NestJS); GPU inference via Triton or
TorchServe.
● ML: PyTorch + Lightning; ONNX/TensorRT export for deployment.
● 3D/Sim: Blender/Marvelous for authoring; NVIDIA PhysX/Unreal Chaos or custom
XPBD; for web, Rapier+WebGPU or [Link].
● Runtime Assets: glTF 2.0 + KTX2 + Draco; HDRI.
● Frontend: React + [Link]; Web Workers for physics; WebAssembly for performance;
file drops for user inputs.
Integration Options (AvatarSDK / Meshy)
● Use AvatarSDK for Base Avatar:
○ Generate a head+body quickly; then attach our saree system as an add‑on (fit
to their skeleton).
○ Pros: shipping speed, robust face identity.
○ Cons: limited low‑level control; license constraints.
● Meshy for asset generation:
○ Use for creating high‑quality saree textures/variants and LODs.
Performance Targets
● Cold inference (cloud GPU): 1–3 s for face+body; 0.2–0.5 s for saree ML fit; 200–500
ms for physics stabilization (30–60 steps).
● Client render: 60 FPS on mid‑range phones; fall back to baked caches on low‑end
devices.
Quality & Realism
● Skin‑cloth interaction: collision proxies around shoulders/waist; double‑sided cloth with
thickness.
● Style fidelity: enforce pleat counts, tuck points (waist, shoulder), and pallu path;
pre‑pinned constraints per style.
● Materials: different bend/stretch values for silk vs chiffon; anisotropic roughness +
sheen for silk.
● Lighting: neutral HDRI; optional relighting to match selfie environment.
Privacy & Safety
● PII: Store selfies encrypted; auto‑delete after N days.
● On‑device option: light face/body models (Mobile‑friendly) for privacy.
● Bias checks: Evaluate identity reconstruction across skin tones/face shapes.
API Design (Sketch)
POST /v1/avatars
body: { images: [..], full_body?: url, height_cm?: number }
return: { avatar_id, gltf_url, preview_url }
POST /v1/tryon
body: { avatar_id, style: "nivi", fabric: "silk", color: "crimson" }
return: { scene_gltf_url, thumbnail_url }
GET /v1/avatars/{id}
return: { status, meta, assets }
Milestones & Deliverables (8–10 Weeks)
1. Week 1–2: Base pipeline: selfie → head (parametric) + body (SMPL‑X). Export rigged
glTF.
2. Week 3: Saree template mesh + style constraints; manual drape working in DCC
(Blender/MD).
3. Week 4: Physics integration (XPBD/PhysX); collision stable on idle pose.
4. Week 5–6: Garment deformation network (coarse fit) trained on synthetic sims.
5. Week 7: End‑to‑end try‑on demo (Nivi style, 2 fabrics).
6. Week 8–10: Quality pass (wrinkles, materials), mobile optimization, AR share, extra
styles.
Risks & Mitigations
● Single‑selfie limitations: encourage 3‑view capture; add tone/illumination
normalization.
● Saree complexity: encode pleat/tuck as constraints; provide style presets; allow user to
adjust pallu.
● Performance on web: use LODs, meshlet culling, KTX2 textures; pre‑bake drape for
animations.
● IP/Licensing: verify third‑party SDK license for derivative works.
Acceptance Criteria (MVP)
● Upload selfie → get a rigged avatar that resembles the user (≥ 0.75 identity score).
● Select Nivi style saree (silk/chiffon) → avatar displays stable drape with no visible
clipping in idle + walk (5‑sec loop).
● Web viewer loads scene < 5 MB on mobile and runs ≥ 30 FPS.
Next Steps
● Choose parametric head baseline + SMPL‑X stack.
● Author Nivi saree with constraints; generate synthetic drape dataset.
● Implement coarse ML fit + XPBD physics; wire to React + [Link] viewer.
● Iterate on materials, styles, and AR export.