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3D Model Rendering

The document outlines a pipeline for converting user selfies into personalized 3D avatars and enabling realistic virtual try-ons of sarees. It details the architecture, core components, data requirements, training overview, and performance targets for the system. The project aims to deliver a high-quality, interactive experience for users to visualize sarees on their avatars in real-time across web and mobile platforms.

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krisdost
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0% found this document useful (0 votes)
5 views9 pages

3D Model Rendering

The document outlines a pipeline for converting user selfies into personalized 3D avatars and enabling realistic virtual try-ons of sarees. It details the architecture, core components, data requirements, training overview, and performance targets for the system. The project aims to deliver a high-quality, interactive experience for users to visualize sarees on their avatars in real-time across web and mobile platforms.

Uploaded by

krisdost
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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.​

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