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SubscribeGaussianVTON: 3D Human Virtual Try-ON via Multi-Stage Gaussian Splatting Editing with Image Prompting
The increasing prominence of e-commerce has underscored the importance of Virtual Try-On (VTON). However, previous studies predominantly focus on the 2D realm and rely heavily on extensive data for training. Research on 3D VTON primarily centers on garment-body shape compatibility, a topic extensively covered in 2D VTON. Thanks to advances in 3D scene editing, a 2D diffusion model has now been adapted for 3D editing via multi-viewpoint editing. In this work, we propose GaussianVTON, an innovative 3D VTON pipeline integrating Gaussian Splatting (GS) editing with 2D VTON. To facilitate a seamless transition from 2D to 3D VTON, we propose, for the first time, the use of only images as editing prompts for 3D editing. To further address issues, e.g., face blurring, garment inaccuracy, and degraded viewpoint quality during editing, we devise a three-stage refinement strategy to gradually mitigate potential issues. Furthermore, we introduce a new editing strategy termed Edit Recall Reconstruction (ERR) to tackle the limitations of previous editing strategies in leading to complex geometric changes. Our comprehensive experiments demonstrate the superiority of GaussianVTON, offering a novel perspective on 3D VTON while also establishing a novel starting point for image-prompting 3D scene editing.
TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style
In this paper, we present TailorNet, a neural model which predicts clothing deformation in 3D as a function of three factors: pose, shape and style (garment geometry), while retaining wrinkle detail. This goes beyond prior models, which are either specific to one style and shape, or generalize to different shapes producing smooth results, despite being style specific. Our hypothesis is that (even non-linear) combinations of examples smooth out high frequency components such as fine-wrinkles, which makes learning the three factors jointly hard. At the heart of our technique is a decomposition of deformation into a high frequency and a low frequency component. While the low-frequency component is predicted from pose, shape and style parameters with an MLP, the high-frequency component is predicted with a mixture of shape-style specific pose models. The weights of the mixture are computed with a narrow bandwidth kernel to guarantee that only predictions with similar high-frequency patterns are combined. The style variation is obtained by computing, in a canonical pose, a subspace of deformation, which satisfies physical constraints such as inter-penetration, and draping on the body. TailorNet delivers 3D garments which retain the wrinkles from the physics based simulations (PBS) it is learned from, while running more than 1000 times faster. In contrast to PBS, TailorNet is easy to use and fully differentiable, which is crucial for computer vision algorithms. Several experiments demonstrate TailorNet produces more realistic results than prior work, and even generates temporally coherent deformations on sequences of the AMASS dataset, despite being trained on static poses from a different dataset. To stimulate further research in this direction, we will make a dataset consisting of 55800 frames, as well as our model publicly available at https://virtualhumans.mpi-inf.mpg.de/tailornet.
MF-VITON: High-Fidelity Mask-Free Virtual Try-On with Minimal Input
Recent advancements in Virtual Try-On (VITON) have significantly improved image realism and garment detail preservation, driven by powerful text-to-image (T2I) diffusion models. However, existing methods often rely on user-provided masks, introducing complexity and performance degradation due to imperfect inputs, as shown in Fig.1(a). To address this, we propose a Mask-Free VITON (MF-VITON) framework that achieves realistic VITON using only a single person image and a target garment, eliminating the requirement for auxiliary masks. Our approach introduces a novel two-stage pipeline: (1) We leverage existing Mask-based VITON models to synthesize a high-quality dataset. This dataset contains diverse, realistic pairs of person images and corresponding garments, augmented with varied backgrounds to mimic real-world scenarios. (2) The pre-trained Mask-based model is fine-tuned on the generated dataset, enabling garment transfer without mask dependencies. This stage simplifies the input requirements while preserving garment texture and shape fidelity. Our framework achieves state-of-the-art (SOTA) performance regarding garment transfer accuracy and visual realism. Notably, the proposed Mask-Free model significantly outperforms existing Mask-based approaches, setting a new benchmark and demonstrating a substantial lead over previous approaches. For more details, visit our project page: https://zhenchenwan.github.io/MF-VITON/.
Towards Garment Sewing Pattern Reconstruction from a Single Image
Garment sewing pattern represents the intrinsic rest shape of a garment, and is the core for many applications like fashion design, virtual try-on, and digital avatars. In this work, we explore the challenging problem of recovering garment sewing patterns from daily photos for augmenting these applications. To solve the problem, we first synthesize a versatile dataset, named SewFactory, which consists of around 1M images and ground-truth sewing patterns for model training and quantitative evaluation. SewFactory covers a wide range of human poses, body shapes, and sewing patterns, and possesses realistic appearances thanks to the proposed human texture synthesis network. Then, we propose a two-level Transformer network called Sewformer, which significantly improves the sewing pattern prediction performance. Extensive experiments demonstrate that the proposed framework is effective in recovering sewing patterns and well generalizes to casually-taken human photos. Code, dataset, and pre-trained models are available at: https://sewformer.github.io.
Detailed Garment Recovery from a Single-View Image
Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, we pro- pose a method that is able to compute a rich and realistic 3D model of a human body and its outfits from a single photograph with little human in- teraction. Our algorithm is not only able to capture the global shape and geometry of the clothing, it can also extract small but important details of cloth, such as occluded wrinkles and folds. Unlike previous methods using full 3D information (i.e. depth, multi-view images, or sampled 3D geom- etry), our approach achieves detailed garment recovery from a single-view image by using statistical, geometric, and physical priors and a combina- tion of parameter estimation, semantic parsing, shape recovery, and physics- based cloth simulation. We demonstrate the effectiveness of our algorithm by re-purposing the reconstructed garments for virtual try-on and garment transfer applications, as well as cloth animation for digital characters.
Registering Explicit to Implicit: Towards High-Fidelity Garment mesh Reconstruction from Single Images
Fueled by the power of deep learning techniques and implicit shape learning, recent advances in single-image human digitalization have reached unprecedented accuracy and could recover fine-grained surface details such as garment wrinkles. However, a common problem for the implicit-based methods is that they cannot produce separated and topology-consistent mesh for each garment piece, which is crucial for the current 3D content creation pipeline. To address this issue, we proposed a novel geometry inference framework ReEF that reconstructs topology-consistent layered garment mesh by registering the explicit garment template to the whole-body implicit fields predicted from single images. Experiments demonstrate that our method notably outperforms its counterparts on single-image layered garment reconstruction and could bring high-quality digital assets for further content creation.
Improving Virtual Try-On with Garment-focused Diffusion Models
Diffusion models have led to the revolutionizing of generative modeling in numerous image synthesis tasks. Nevertheless, it is not trivial to directly apply diffusion models for synthesizing an image of a target person wearing a given in-shop garment, i.e., image-based virtual try-on (VTON) task. The difficulty originates from the aspect that the diffusion process should not only produce holistically high-fidelity photorealistic image of the target person, but also locally preserve every appearance and texture detail of the given garment. To address this, we shape a new Diffusion model, namely GarDiff, which triggers the garment-focused diffusion process with amplified guidance of both basic visual appearance and detailed textures (i.e., high-frequency details) derived from the given garment. GarDiff first remoulds a pre-trained latent diffusion model with additional appearance priors derived from the CLIP and VAE encodings of the reference garment. Meanwhile, a novel garment-focused adapter is integrated into the UNet of diffusion model, pursuing local fine-grained alignment with the visual appearance of reference garment and human pose. We specifically design an appearance loss over the synthesized garment to enhance the crucial, high-frequency details. Extensive experiments on VITON-HD and DressCode datasets demonstrate the superiority of our GarDiff when compared to state-of-the-art VTON approaches. Code is publicly available at: https://github.com/siqi0905/GarDiff/tree/master{https://github.com/siqi0905/GarDiff/tree/master}.
Learning Anchored Unsigned Distance Functions with Gradient Direction Alignment for Single-view Garment Reconstruction
While single-view 3D reconstruction has made significant progress benefiting from deep shape representations in recent years, garment reconstruction is still not solved well due to open surfaces, diverse topologies and complex geometric details. In this paper, we propose a novel learnable Anchored Unsigned Distance Function (AnchorUDF) representation for 3D garment reconstruction from a single image. AnchorUDF represents 3D shapes by predicting unsigned distance fields (UDFs) to enable open garment surface modeling at arbitrary resolution. To capture diverse garment topologies, AnchorUDF not only computes pixel-aligned local image features of query points, but also leverages a set of anchor points located around the surface to enrich 3D position features for query points, which provides stronger 3D space context for the distance function. Furthermore, in order to obtain more accurate point projection direction at inference, we explicitly align the spatial gradient direction of AnchorUDF with the ground-truth direction to the surface during training. Extensive experiments on two public 3D garment datasets, i.e., MGN and Deep Fashion3D, demonstrate that AnchorUDF achieves the state-of-the-art performance on single-view garment reconstruction.
GarVerseLOD: High-Fidelity 3D Garment Reconstruction from a Single In-the-Wild Image using a Dataset with Levels of Details
Neural implicit functions have brought impressive advances to the state-of-the-art of clothed human digitization from multiple or even single images. However, despite the progress, current arts still have difficulty generalizing to unseen images with complex cloth deformation and body poses. In this work, we present GarVerseLOD, a new dataset and framework that paves the way to achieving unprecedented robustness in high-fidelity 3D garment reconstruction from a single unconstrained image. Inspired by the recent success of large generative models, we believe that one key to addressing the generalization challenge lies in the quantity and quality of 3D garment data. Towards this end, GarVerseLOD collects 6,000 high-quality cloth models with fine-grained geometry details manually created by professional artists. In addition to the scale of training data, we observe that having disentangled granularities of geometry can play an important role in boosting the generalization capability and inference accuracy of the learned model. We hence craft GarVerseLOD as a hierarchical dataset with levels of details (LOD), spanning from detail-free stylized shape to pose-blended garment with pixel-aligned details. This allows us to make this highly under-constrained problem tractable by factorizing the inference into easier tasks, each narrowed down with smaller searching space. To ensure GarVerseLOD can generalize well to in-the-wild images, we propose a novel labeling paradigm based on conditional diffusion models to generate extensive paired images for each garment model with high photorealism. We evaluate our method on a massive amount of in-the-wild images. Experimental results demonstrate that GarVerseLOD can generate standalone garment pieces with significantly better quality than prior approaches. Project page: https://garverselod.github.io/
Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images
High-fidelity clothing reconstruction is the key to achieving photorealism in a wide range of applications including human digitization, virtual try-on, etc. Recent advances in learning-based approaches have accomplished unprecedented accuracy in recovering unclothed human shape and pose from single images, thanks to the availability of powerful statistical models, e.g. SMPL, learned from a large number of body scans. In contrast, modeling and recovering clothed human and 3D garments remains notoriously difficult, mostly due to the lack of large-scale clothing models available for the research community. We propose to fill this gap by introducing Deep Fashion3D, the largest collection to date of 3D garment models, with the goal of establishing a novel benchmark and dataset for the evaluation of image-based garment reconstruction systems. Deep Fashion3D contains 2078 models reconstructed from real garments, which covers 10 different categories and 563 garment instances. It provides rich annotations including 3D feature lines, 3D body pose and the corresponded multi-view real images. In addition, each garment is randomly posed to enhance the variety of real clothing deformations. To demonstrate the advantage of Deep Fashion3D, we propose a novel baseline approach for single-view garment reconstruction, which leverages the merits of both mesh and implicit representations. A novel adaptable template is proposed to enable the learning of all types of clothing in a single network. Extensive experiments have been conducted on the proposed dataset to verify its significance and usefulness. We will make Deep Fashion3D publicly available upon publication.
Free-form Generation Enhances Challenging Clothed Human Modeling
Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.
GarmentCodeData: A Dataset of 3D Made-to-Measure Garments With Sewing Patterns
Recent research interest in the learning-based processing of garments, from virtual fitting to generation and reconstruction, stumbles on a scarcity of high-quality public data in the domain. We contribute to resolving this need by presenting the first large-scale synthetic dataset of 3D made-to-measure garments with sewing patterns, as well as its generation pipeline. GarmentCodeData contains 115,000 data points that cover a variety of designs in many common garment categories: tops, shirts, dresses, jumpsuits, skirts, pants, etc., fitted to a variety of body shapes sampled from a custom statistical body model based on CAESAR, as well as a standard reference body shape, applying three different textile materials. To enable the creation of datasets of such complexity, we introduce a set of algorithms for automatically taking tailor's measures on sampled body shapes, sampling strategies for sewing pattern design, and propose an automatic, open-source 3D garment draping pipeline based on a fast XPBD simulator, while contributing several solutions for collision resolution and drape correctness to enable scalability. Project Page: https://igl.ethz.ch/projects/GarmentCodeData/
Garment3DGen: 3D Garment Stylization and Texture Generation
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.
TryOnDiffusion: A Tale of Two UNets
Given two images depicting a person and a garment worn by another person, our goal is to generate a visualization of how the garment might look on the input person. A key challenge is to synthesize a photorealistic detail-preserving visualization of the garment, while warping the garment to accommodate a significant body pose and shape change across the subjects. Previous methods either focus on garment detail preservation without effective pose and shape variation, or allow try-on with the desired shape and pose but lack garment details. In this paper, we propose a diffusion-based architecture that unifies two UNets (referred to as Parallel-UNet), which allows us to preserve garment details and warp the garment for significant pose and body change in a single network. The key ideas behind Parallel-UNet include: 1) garment is warped implicitly via a cross attention mechanism, 2) garment warp and person blend happen as part of a unified process as opposed to a sequence of two separate tasks. Experimental results indicate that TryOnDiffusion achieves state-of-the-art performance both qualitatively and quantitatively.
GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture Details
Traditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model. In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis. Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Score Distillation Sampling (SDS) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives. Our project page is available at: https://xuan-li.github.io/GarmentDreamerDemo/.
WildVidFit: Video Virtual Try-On in the Wild via Image-Based Controlled Diffusion Models
Video virtual try-on aims to generate realistic sequences that maintain garment identity and adapt to a person's pose and body shape in source videos. Traditional image-based methods, relying on warping and blending, struggle with complex human movements and occlusions, limiting their effectiveness in video try-on applications. Moreover, video-based models require extensive, high-quality data and substantial computational resources. To tackle these issues, we reconceptualize video try-on as a process of generating videos conditioned on garment descriptions and human motion. Our solution, WildVidFit, employs image-based controlled diffusion models for a streamlined, one-stage approach. This model, conditioned on specific garments and individuals, is trained on still images rather than videos. It leverages diffusion guidance from pre-trained models including a video masked autoencoder for segment smoothness improvement and a self-supervised model for feature alignment of adjacent frame in the latent space. This integration markedly boosts the model's ability to maintain temporal coherence, enabling more effective video try-on within an image-based framework. Our experiments on the VITON-HD and DressCode datasets, along with tests on the VVT and TikTok datasets, demonstrate WildVidFit's capability to generate fluid and coherent videos. The project page website is at wildvidfit-project.github.io.
REC-MV: REconstructing 3D Dynamic Cloth from Monocular Videos
Reconstructing dynamic 3D garment surfaces with open boundaries from monocular videos is an important problem as it provides a practical and low-cost solution for clothes digitization. Recent neural rendering methods achieve high-quality dynamic clothed human reconstruction results from monocular video, but these methods cannot separate the garment surface from the body. Moreover, despite existing garment reconstruction methods based on feature curve representation demonstrating impressive results for garment reconstruction from a single image, they struggle to generate temporally consistent surfaces for the video input. To address the above limitations, in this paper, we formulate this task as an optimization problem of 3D garment feature curves and surface reconstruction from monocular video. We introduce a novel approach, called REC-MV, to jointly optimize the explicit feature curves and the implicit signed distance field (SDF) of the garments. Then the open garment meshes can be extracted via garment template registration in the canonical space. Experiments on multiple casually captured datasets show that our approach outperforms existing methods and can produce high-quality dynamic garment surfaces. The source code is available at https://github.com/GAP-LAB-CUHK-SZ/REC-MV.
GarmentCrafter: Progressive Novel View Synthesis for Single-View 3D Garment Reconstruction and Editing
We introduce GarmentCrafter, a new approach that enables non-professional users to create and modify 3D garments from a single-view image. While recent advances in image generation have facilitated 2D garment design, creating and editing 3D garments remains challenging for non-professional users. Existing methods for single-view 3D reconstruction often rely on pre-trained generative models to synthesize novel views conditioning on the reference image and camera pose, yet they lack cross-view consistency, failing to capture the internal relationships across different views. In this paper, we tackle this challenge through progressive depth prediction and image warping to approximate novel views. Subsequently, we train a multi-view diffusion model to complete occluded and unknown clothing regions, informed by the evolving camera pose. By jointly inferring RGB and depth, GarmentCrafter enforces inter-view coherence and reconstructs precise geometries and fine details. Extensive experiments demonstrate that our method achieves superior visual fidelity and inter-view coherence compared to state-of-the-art single-view 3D garment reconstruction methods.
DressCode: Autoregressively Sewing and Generating Garments from Text Guidance
Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. For our framework, we first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We also tailored a pre-trained Stable Diffusion for high-quality, tile-based PBR texture generation. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. Our method also facilitates pattern completion and texture editing, simplifying the process for designers by user-friendly interaction. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases the best quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings.
Garment Animation NeRF with Color Editing
Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.
AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
GarmentTracking: Category-Level Garment Pose Tracking
Garments are important to humans. A visual system that can estimate and track the complete garment pose can be useful for many downstream tasks and real-world applications. In this work, we present a complete package to address the category-level garment pose tracking task: (1) A recording system VR-Garment, with which users can manipulate virtual garment models in simulation through a VR interface. (2) A large-scale dataset VR-Folding, with complex garment pose configurations in manipulation like flattening and folding. (3) An end-to-end online tracking framework GarmentTracking, which predicts complete garment pose both in canonical space and task space given a point cloud sequence. Extensive experiments demonstrate that the proposed GarmentTracking achieves great performance even when the garment has large non-rigid deformation. It outperforms the baseline approach on both speed and accuracy. We hope our proposed solution can serve as a platform for future research. Codes and datasets are available in https://garment-tracking.robotflow.ai.
Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation
Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.
HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics
We propose a method that leverages graph neural networks, multi-level message passing, and unsupervised training to enable real-time prediction of realistic clothing dynamics. Whereas existing methods based on linear blend skinning must be trained for specific garments, our method is agnostic to body shape and applies to tight-fitting garments as well as loose, free-flowing clothing. Our method furthermore handles changes in topology (e.g., garments with buttons or zippers) and material properties at inference time. As one key contribution, we propose a hierarchical message-passing scheme that efficiently propagates stiff stretching modes while preserving local detail. We empirically show that our method outperforms strong baselines quantitatively and that its results are perceived as more realistic than state-of-the-art methods.
FitDiT: Advancing the Authentic Garment Details for High-fidelity Virtual Try-on
Although image-based virtual try-on has made considerable progress, emerging approaches still encounter challenges in producing high-fidelity and robust fitting images across diverse scenarios. These methods often struggle with issues such as texture-aware maintenance and size-aware fitting, which hinder their overall effectiveness. To address these limitations, we propose a novel garment perception enhancement technique, termed FitDiT, designed for high-fidelity virtual try-on using Diffusion Transformers (DiT) allocating more parameters and attention to high-resolution features. First, to further improve texture-aware maintenance, we introduce a garment texture extractor that incorporates garment priors evolution to fine-tune garment feature, facilitating to better capture rich details such as stripes, patterns, and text. Additionally, we introduce frequency-domain learning by customizing a frequency distance loss to enhance high-frequency garment details. To tackle the size-aware fitting issue, we employ a dilated-relaxed mask strategy that adapts to the correct length of garments, preventing the generation of garments that fill the entire mask area during cross-category try-on. Equipped with the above design, FitDiT surpasses all baselines in both qualitative and quantitative evaluations. It excels in producing well-fitting garments with photorealistic and intricate details, while also achieving competitive inference times of 4.57 seconds for a single 1024x768 image after DiT structure slimming, outperforming existing methods.
CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
DressRecon: Freeform 4D Human Reconstruction from Monocular Video
We present a method to reconstruct time-consistent human body models from monocular videos, focusing on extremely loose clothing or handheld object interactions. Prior work in human reconstruction is either limited to tight clothing with no object interactions, or requires calibrated multi-view captures or personalized template scans which are costly to collect at scale. Our key insight for high-quality yet flexible reconstruction is the careful combination of generic human priors about articulated body shape (learned from large-scale training data) with video-specific articulated "bag-of-bones" deformation (fit to a single video via test-time optimization). We accomplish this by learning a neural implicit model that disentangles body versus clothing deformations as separate motion model layers. To capture subtle geometry of clothing, we leverage image-based priors such as human body pose, surface normals, and optical flow during optimization. The resulting neural fields can be extracted into time-consistent meshes, or further optimized as explicit 3D Gaussians for high-fidelity interactive rendering. On datasets with highly challenging clothing deformations and object interactions, DressRecon yields higher-fidelity 3D reconstructions than prior art. Project page: https://jefftan969.github.io/dressrecon/
Leveraging Intrinsic Properties for Non-Rigid Garment Alignment
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.
AnyDressing: Customizable Multi-Garment Virtual Dressing via Latent Diffusion Models
Recent advances in garment-centric image generation from text and image prompts based on diffusion models are impressive. However, existing methods lack support for various combinations of attire, and struggle to preserve the garment details while maintaining faithfulness to the text prompts, limiting their performance across diverse scenarios. In this paper, we focus on a new task, i.e., Multi-Garment Virtual Dressing, and we propose a novel AnyDressing method for customizing characters conditioned on any combination of garments and any personalized text prompts. AnyDressing comprises two primary networks named GarmentsNet and DressingNet, which are respectively dedicated to extracting detailed clothing features and generating customized images. Specifically, we propose an efficient and scalable module called Garment-Specific Feature Extractor in GarmentsNet to individually encode garment textures in parallel. This design prevents garment confusion while ensuring network efficiency. Meanwhile, we design an adaptive Dressing-Attention mechanism and a novel Instance-Level Garment Localization Learning strategy in DressingNet to accurately inject multi-garment features into their corresponding regions. This approach efficiently integrates multi-garment texture cues into generated images and further enhances text-image consistency. Additionally, we introduce a Garment-Enhanced Texture Learning strategy to improve the fine-grained texture details of garments. Thanks to our well-craft design, AnyDressing can serve as a plug-in module to easily integrate with any community control extensions for diffusion models, improving the diversity and controllability of synthesized images. Extensive experiments show that AnyDressing achieves state-of-the-art results.
ChatGarment: Garment Estimation, Generation and Editing via Large Language Models
We introduce ChatGarment, a novel approach that leverages large vision-language models (VLMs) to automate the estimation, generation, and editing of 3D garments from images or text descriptions. Unlike previous methods that struggle in real-world scenarios or lack interactive editing capabilities, ChatGarment can estimate sewing patterns from in-the-wild images or sketches, generate them from text descriptions, and edit garments based on user instructions, all within an interactive dialogue. These sewing patterns can then be draped into 3D garments, which are easily animatable and simulatable. This is achieved by finetuning a VLM to directly generate a JSON file that includes both textual descriptions of garment types and styles, as well as continuous numerical attributes. This JSON file is then used to create sewing patterns through a programming parametric model. To support this, we refine the existing programming model, GarmentCode, by expanding its garment type coverage and simplifying its structure for efficient VLM fine-tuning. Additionally, we construct a large-scale dataset of image-to-sewing-pattern and text-to-sewing-pattern pairs through an automated data pipeline. Extensive evaluations demonstrate ChatGarment's ability to accurately reconstruct, generate, and edit garments from multimodal inputs, highlighting its potential to revolutionize workflows in fashion and gaming applications. Code and data will be available at https://chatgarment.github.io/.
ETCH: Generalizing Body Fitting to Clothed Humans via Equivariant Tightness
Fitting a body to a 3D clothed human point cloud is a common yet challenging task. Traditional optimization-based approaches use multi-stage pipelines that are sensitive to pose initialization, while recent learning-based methods often struggle with generalization across diverse poses and garment types. We propose Equivariant Tightness Fitting for Clothed Humans, or ETCH, a novel pipeline that estimates cloth-to-body surface mapping through locally approximate SE(3) equivariance, encoding tightness as displacement vectors from the cloth surface to the underlying body. Following this mapping, pose-invariant body features regress sparse body markers, simplifying clothed human fitting into an inner-body marker fitting task. Extensive experiments on CAPE and 4D-Dress show that ETCH significantly outperforms state-of-the-art methods -- both tightness-agnostic and tightness-aware -- in body fitting accuracy on loose clothing (16.7% ~ 69.5%) and shape accuracy (average 49.9%). Our equivariant tightness design can even reduce directional errors by (67.2% ~ 89.8%) in one-shot (or out-of-distribution) settings. Qualitative results demonstrate strong generalization of ETCH, regardless of challenging poses, unseen shapes, loose clothing, and non-rigid dynamics. We will release the code and models soon for research purposes at https://boqian-li.github.io/ETCH/.
GraVITON: Graph based garment warping with attention guided inversion for Virtual-tryon
Virtual try-on, a rapidly evolving field in computer vision, is transforming e-commerce by improving customer experiences through precise garment warping and seamless integration onto the human body. While existing methods such as TPS and flow address the garment warping but overlook the finer contextual details. In this paper, we introduce a novel graph based warping technique which emphasizes the value of context in garment flow. Our graph based warping module generates warped garment as well as a coarse person image, which is utilised by a simple refinement network to give a coarse virtual tryon image. The proposed work exploits latent diffusion model to generate the final tryon, treating garment transfer as an inpainting task. The diffusion model is conditioned with decoupled cross attention based inversion of visual and textual information. We introduce an occlusion aware warping constraint that generates dense warped garment, without any holes and occlusion. Our method, validated on VITON-HD and Dresscode datasets, showcases substantial state-of-the-art qualitative and quantitative results showing considerable improvement in garment warping, texture preservation, and overall realism.
SiCloPe: Silhouette-Based Clothed People
We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.
High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning
Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.
CaPhy: Capturing Physical Properties for Animatable Human Avatars
We present CaPhy, a novel method for reconstructing animatable human avatars with realistic dynamic properties for clothing. Specifically, we aim for capturing the geometric and physical properties of the clothing from real observations. This allows us to apply novel poses to the human avatar with physically correct deformations and wrinkles of the clothing. To this end, we combine unsupervised training with physics-based losses and 3D-supervised training using scanned data to reconstruct a dynamic model of clothing that is physically realistic and conforms to the human scans. We also optimize the physical parameters of the underlying physical model from the scans by introducing gradient constraints of the physics-based losses. In contrast to previous work on 3D avatar reconstruction, our method is able to generalize to novel poses with realistic dynamic cloth deformations. Experiments on several subjects demonstrate that our method can estimate the physical properties of the garments, resulting in superior quantitative and qualitative results compared with previous methods.
Learning Implicit Features with Flow Infused Attention for Realistic Virtual Try-On
Image-based virtual try-on is challenging since the generated image should fit the garment to model images in various poses and keep the characteristics and details of the garment simultaneously. A popular research stream warps the garment image firstly to reduce the burden of the generation stage, which relies highly on the performance of the warping module. Other methods without explicit warping often lack sufficient guidance to fit the garment to the model images. In this paper, we propose FIA-VTON, which leverages the implicit warp feature by adopting a Flow Infused Attention module on virtual try-on. The dense warp flow map is projected as indirect guidance attention to enhance the feature map warping in the generation process implicitly, which is less sensitive to the warping estimation accuracy than an explicit warp of the garment image. To further enhance implicit warp guidance, we incorporate high-level spatial attention to complement the dense warp. Experimental results on the VTON-HD and DressCode dataset significantly outperform state-of-the-art methods, demonstrating that FIA-VTON is effective and robust for virtual try-on.
High-Resolution Virtual Try-On with Misalignment and Occlusion-Handled Conditions
Image-based virtual try-on aims to synthesize an image of a person wearing a given clothing item. To solve the task, the existing methods warp the clothing item to fit the person's body and generate the segmentation map of the person wearing the item before fusing the item with the person. However, when the warping and the segmentation generation stages operate individually without information exchange, the misalignment between the warped clothes and the segmentation map occurs, which leads to the artifacts in the final image. The information disconnection also causes excessive warping near the clothing regions occluded by the body parts, so-called pixel-squeezing artifacts. To settle the issues, we propose a novel try-on condition generator as a unified module of the two stages (i.e., warping and segmentation generation stages). A newly proposed feature fusion block in the condition generator implements the information exchange, and the condition generator does not create any misalignment or pixel-squeezing artifacts. We also introduce discriminator rejection that filters out the incorrect segmentation map predictions and assures the performance of virtual try-on frameworks. Experiments on a high-resolution dataset demonstrate that our model successfully handles the misalignment and occlusion, and significantly outperforms the baselines. Code is available at https://github.com/sangyun884/HR-VITON.
Masked Attribute Description Embedding for Cloth-Changing Person Re-identification
Cloth-changing person re-identification (CC-ReID) aims to match persons who change clothes over long periods. The key challenge in CC-ReID is to extract clothing-independent features, such as face, hairstyle, body shape, and gait. Current research mainly focuses on modeling body shape using multi-modal biological features (such as silhouettes and sketches). However, it does not fully leverage the personal description information hidden in the original RGB image. Considering that there are certain attribute descriptions which remain unchanged after the changing of cloth, we propose a Masked Attribute Description Embedding (MADE) method that unifies personal visual appearance and attribute description for CC-ReID. Specifically, handling variable clothing-sensitive information, such as color and type, is challenging for effective modeling. To address this, we mask the clothing and color information in the personal attribute description extracted through an attribute detection model. The masked attribute description is then connected and embedded into Transformer blocks at various levels, fusing it with the low-level to high-level features of the image. This approach compels the model to discard clothing information. Experiments are conducted on several CC-ReID benchmarks, including PRCC, LTCC, Celeb-reID-light, and LaST. Results demonstrate that MADE effectively utilizes attribute description, enhancing cloth-changing person re-identification performance, and compares favorably with state-of-the-art methods. The code is available at https://github.com/moon-wh/MADE.
Learning to Regress Bodies from Images using Differentiable Semantic Rendering
Learning to regress 3D human body shape and pose (e.g.~SMPL parameters) from monocular images typically exploits losses on 2D keypoints, silhouettes, and/or part-segmentation when 3D training data is not available. Such losses, however, are limited because 2D keypoints do not supervise body shape and segmentations of people in clothing do not match projected minimally-clothed SMPL shapes. To exploit richer image information about clothed people, we introduce higher-level semantic information about clothing to penalize clothed and non-clothed regions of the image differently. To do so, we train a body regressor using a novel Differentiable Semantic Rendering - DSR loss. For Minimally-Clothed regions, we define the DSR-MC loss, which encourages a tight match between a rendered SMPL body and the minimally-clothed regions of the image. For clothed regions, we define the DSR-C loss to encourage the rendered SMPL body to be inside the clothing mask. To ensure end-to-end differentiable training, we learn a semantic clothing prior for SMPL vertices from thousands of clothed human scans. We perform extensive qualitative and quantitative experiments to evaluate the role of clothing semantics on the accuracy of 3D human pose and shape estimation. We outperform all previous state-of-the-art methods on 3DPW and Human3.6M and obtain on par results on MPI-INF-3DHP. Code and trained models are available for research at https://dsr.is.tue.mpg.de/.
WordRobe: Text-Guided Generation of Textured 3D Garments
In this paper, we tackle a new and challenging problem of text-driven generation of 3D garments with high-quality textures. We propose "WordRobe", a novel framework for the generation of unposed & textured 3D garment meshes from user-friendly text prompts. We achieve this by first learning a latent representation of 3D garments using a novel coarse-to-fine training strategy and a loss for latent disentanglement, promoting better latent interpolation. Subsequently, we align the garment latent space to the CLIP embedding space in a weakly supervised manner, enabling text-driven 3D garment generation and editing. For appearance modeling, we leverage the zero-shot generation capability of ControlNet to synthesize view-consistent texture maps in a single feed-forward inference step, thereby drastically decreasing the generation time as compared to existing methods. We demonstrate superior performance over current SOTAs for learning 3D garment latent space, garment interpolation, and text-driven texture synthesis, supported by quantitative evaluation and qualitative user study. The unposed 3D garment meshes generated using WordRobe can be directly fed to standard cloth simulation & animation pipelines without any post-processing.
Wear-Any-Way: Manipulable Virtual Try-on via Sparse Correspondence Alignment
This paper introduces a novel framework for virtual try-on, termed Wear-Any-Way. Different from previous methods, Wear-Any-Way is a customizable solution. Besides generating high-fidelity results, our method supports users to precisely manipulate the wearing style. To achieve this goal, we first construct a strong pipeline for standard virtual try-on, supporting single/multiple garment try-on and model-to-model settings in complicated scenarios. To make it manipulable, we propose sparse correspondence alignment which involves point-based control to guide the generation for specific locations. With this design, Wear-Any-Way gets state-of-the-art performance for the standard setting and provides a novel interaction form for customizing the wearing style. For instance, it supports users to drag the sleeve to make it rolled up, drag the coat to make it open, and utilize clicks to control the style of tuck, etc. Wear-Any-Way enables more liberated and flexible expressions of the attires, holding profound implications in the fashion industry.
ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
While previous years have seen great progress in the 3D reconstruction of humans from monocular videos, few of the state-of-the-art methods are able to handle loose garments that exhibit large non-rigid surface deformations during articulation. This limits the application of such methods to humans that are dressed in standard pants or T-shirts. Our method, ReLoo, overcomes this limitation and reconstructs high-quality 3D models of humans dressed in loose garments from monocular in-the-wild videos. To tackle this problem, we first establish a layered neural human representation that decomposes clothed humans into a neural inner body and outer clothing. On top of the layered neural representation, we further introduce a non-hierarchical virtual bone deformation module for the clothing layer that can freely move, which allows the accurate recovery of non-rigidly deforming loose clothing. A global optimization jointly optimizes the shape, appearance, and deformations of the human body and clothing via multi-layer differentiable volume rendering. To evaluate ReLoo, we record subjects with dynamically deforming garments in a multi-view capture studio. This evaluation, both on existing and our novel dataset, demonstrates ReLoo's clear superiority over prior art on both indoor datasets and in-the-wild videos.
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
TeCH: Text-guided Reconstruction of Lifelike Clothed Humans
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/tech
Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video
We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pre-trained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.
TryOffAnyone: Tiled Cloth Generation from a Dressed Person
The fashion industry is increasingly leveraging computer vision and deep learning technologies to enhance online shopping experiences and operational efficiencies. In this paper, we address the challenge of generating high-fidelity tiled garment images essential for personalized recommendations, outfit composition, and virtual try-on systems from photos of garments worn by models. Inspired by the success of Latent Diffusion Models (LDMs) in image-to-image translation, we propose a novel approach utilizing a fine-tuned StableDiffusion model. Our method features a streamlined single-stage network design, which integrates garmentspecific masks to isolate and process target clothing items effectively. By simplifying the network architecture through selective training of transformer blocks and removing unnecessary crossattention layers, we significantly reduce computational complexity while achieving state-of-the-art performance on benchmark datasets like VITON-HD. Experimental results demonstrate the effectiveness of our approach in producing high-quality tiled garment images for both full-body and half-body inputs. Code and model are available at: https://github.com/ixarchakos/try-off-anyone
Towards Squeezing-Averse Virtual Try-On via Sequential Deformation
In this paper, we first investigate a visual quality degradation problem observed in recent high-resolution virtual try-on approach. The tendency is empirically found that the textures of clothes are squeezed at the sleeve, as visualized in the upper row of Fig.1(a). A main reason for the issue arises from a gradient conflict between two popular losses, the Total Variation (TV) and adversarial losses. Specifically, the TV loss aims to disconnect boundaries between the sleeve and torso in a warped clothing mask, whereas the adversarial loss aims to combine between them. Such contrary objectives feedback the misaligned gradients to a cascaded appearance flow estimation, resulting in undesirable squeezing artifacts. To reduce this, we propose a Sequential Deformation (SD-VITON) that disentangles the appearance flow prediction layers into TV objective-dominant (TVOB) layers and a task-coexistence (TACO) layer. Specifically, we coarsely fit the clothes onto a human body via the TVOB layers, and then keep on refining via the TACO layer. In addition, the bottom row of Fig.1(a) shows a different type of squeezing artifacts around the waist. To address it, we further propose that we first warp the clothes into a tucked-out shirts style, and then partially erase the texture from the warped clothes without hurting the smoothness of the appearance flows. Experimental results show that our SD-VITON successfully resolves both types of artifacts and outperforms the baseline methods. Source code will be available at https://github.com/SHShim0513/SD-VITON.
Product-Level Try-on: Characteristics-preserving Try-on with Realistic Clothes Shading and Wrinkles
Image-based virtual try-on systems,which fit new garments onto human portraits,are gaining research attention.An ideal pipeline should preserve the static features of clothes(like textures and logos)while also generating dynamic elements(e.g.shadows,folds)that adapt to the model's pose and environment.Previous works fail specifically in generating dynamic features,as they preserve the warped in-shop clothes trivially with predicted an alpha mask by composition.To break the dilemma of over-preserving and textures losses,we propose a novel diffusion-based Product-level virtual try-on pipeline,\ie PLTON, which can preserve the fine details of logos and embroideries while producing realistic clothes shading and wrinkles.The main insights are in three folds:1)Adaptive Dynamic Rendering:We take a pre-trained diffusion model as a generative prior and tame it with image features,training a dynamic extractor from scratch to generate dynamic tokens that preserve high-fidelity semantic information. Due to the strong generative power of the diffusion prior,we can generate realistic clothes shadows and wrinkles.2)Static Characteristics Transformation: High-frequency Map(HF-Map)is our fundamental insight for static representation.PLTON first warps in-shop clothes to the target model pose by a traditional warping network,and uses a high-pass filter to extract an HF-Map for preserving static cloth features.The HF-Map is used to generate modulation maps through our static extractor,which are injected into a fixed U-net to synthesize the final result.To enhance retention,a Two-stage Blended Denoising method is proposed to guide the diffusion process for correct spatial layout and color.PLTON is finetuned only with our collected small-size try-on dataset.Extensive quantitative and qualitative experiments on 1024 768 datasets demonstrate the superiority of our framework in mimicking real clothes dynamics.
Multimodal Garment Designer: Human-Centric Latent Diffusion Models for Fashion Image Editing
Fashion illustration is used by designers to communicate their vision and to bring the design idea from conceptualization to realization, showing how clothes interact with the human body. In this context, computer vision can thus be used to improve the fashion design process. Differently from previous works that mainly focused on the virtual try-on of garments, we propose the task of multimodal-conditioned fashion image editing, guiding the generation of human-centric fashion images by following multimodal prompts, such as text, human body poses, and garment sketches. We tackle this problem by proposing a new architecture based on latent diffusion models, an approach that has not been used before in the fashion domain. Given the lack of existing datasets suitable for the task, we also extend two existing fashion datasets, namely Dress Code and VITON-HD, with multimodal annotations collected in a semi-automatic manner. Experimental results on these new datasets demonstrate the effectiveness of our proposal, both in terms of realism and coherence with the given multimodal inputs. Source code and collected multimodal annotations are publicly available at: https://github.com/aimagelab/multimodal-garment-designer.
RAGDiffusion: Faithful Cloth Generation via External Knowledge Assimilation
Standard clothing asset generation involves creating forward-facing flat-lay garment images displayed on a clear background by extracting clothing information from diverse real-world contexts, which presents significant challenges due to highly standardized sampling distributions and precise structural requirements in the generated images. Existing models have limited spatial perception and often exhibit structural hallucinations in this high-specification generative task. To address this issue, we propose a novel Retrieval-Augmented Generation (RAG) framework, termed RAGDiffusion, to enhance structure determinacy and mitigate hallucinations by assimilating external knowledge from LLM and databases. RAGDiffusion consists of two core processes: (1) Retrieval-based structure aggregation, which employs contrastive learning and a Structure Locally Linear Embedding (SLLE) to derive global structure and spatial landmarks, providing both soft and hard guidance to counteract structural ambiguities; and (2) Omni-level faithful garment generation, which introduces a three-level alignment that ensures fidelity in structural, pattern, and decoding components within the diffusing. Extensive experiments on challenging real-world datasets demonstrate that RAGDiffusion synthesizes structurally and detail-faithful clothing assets with significant performance improvements, representing a pioneering effort in high-specification faithful generation with RAG to confront intrinsic hallucinations and enhance fidelity.
DPDEdit: Detail-Preserved Diffusion Models for Multimodal Fashion Image Editing
Fashion image editing is a crucial tool for designers to convey their creative ideas by visualizing design concepts interactively. Current fashion image editing techniques, though advanced with multimodal prompts and powerful diffusion models, often struggle to accurately identify editing regions and preserve the desired garment texture detail. To address these challenges, we introduce a new multimodal fashion image editing architecture based on latent diffusion models, called Detail-Preserved Diffusion Models (DPDEdit). DPDEdit guides the fashion image generation of diffusion models by integrating text prompts, region masks, human pose images, and garment texture images. To precisely locate the editing region, we first introduce Grounded-SAM to predict the editing region based on the user's textual description, and then combine it with other conditions to perform local editing. To transfer the detail of the given garment texture into the target fashion image, we propose a texture injection and refinement mechanism. Specifically, this mechanism employs a decoupled cross-attention layer to integrate textual descriptions and texture images, and incorporates an auxiliary U-Net to preserve the high-frequency details of generated garment texture. Additionally, we extend the VITON-HD dataset using a multimodal large language model to generate paired samples with texture images and textual descriptions. Extensive experiments show that our DPDEdit outperforms state-of-the-art methods in terms of image fidelity and coherence with the given multimodal inputs.
PFDM: Parser-Free Virtual Try-on via Diffusion Model
Virtual try-on can significantly improve the garment shopping experiences in both online and in-store scenarios, attracting broad interest in computer vision. However, to achieve high-fidelity try-on performance, most state-of-the-art methods still rely on accurate segmentation masks, which are often produced by near-perfect parsers or manual labeling. To overcome the bottleneck, we propose a parser-free virtual try-on method based on the diffusion model (PFDM). Given two images, PFDM can "wear" garments on the target person seamlessly by implicitly warping without any other information. To learn the model effectively, we synthesize many pseudo-images and construct sample pairs by wearing various garments on persons. Supervised by the large-scale expanded dataset, we fuse the person and garment features using a proposed Garment Fusion Attention (GFA) mechanism. Experiments demonstrate that our proposed PFDM can successfully handle complex cases, synthesize high-fidelity images, and outperform both state-of-the-art parser-free and parser-based models.
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On
Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/
ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
High-fidelity 3D garment synthesis from text is desirable yet challenging for digital avatar creation. Recent diffusion-based approaches via Score Distillation Sampling (SDS) have enabled new possibilities but either intricately couple with human body or struggle to reuse. We introduce ClotheDreamer, a 3D Gaussian-based method for generating wearable, production-ready 3D garment assets from text prompts. We propose a novel representation Disentangled Clothe Gaussian Splatting (DCGS) to enable separate optimization. DCGS represents clothed avatar as one Gaussian model but freezes body Gaussian splats. To enhance quality and completeness, we incorporate bidirectional SDS to supervise clothed avatar and garment RGBD renderings respectively with pose conditions and propose a new pruning strategy for loose clothing. Our approach can also support custom clothing templates as input. Benefiting from our design, the synthetic 3D garment can be easily applied to virtual try-on and support physically accurate animation. Extensive experiments showcase our method's superior and competitive performance. Our project page is at https://ggxxii.github.io/clothedreamer.
TRTM: Template-based Reconstruction and Target-oriented Manipulation of Crumpled Cloths
Precise reconstruction and manipulation of the crumpled cloths is challenging due to the high dimensionality of cloth models, as well as the limited observation at self-occluded regions. We leverage the recent progress in the field of single-view human reconstruction to template-based reconstruct crumpled cloths from their top-view depth observations only, with our proposed sim-real registration protocols. In contrast to previous implicit cloth representations, our reconstruction mesh explicitly describes the positions and visibilities of the entire cloth mesh vertices, enabling more efficient dual-arm and single-arm target-oriented manipulations. Experiments demonstrate that our TRTM system can be applied to daily cloths that have similar topologies as our template mesh, but with different shapes, sizes, patterns, and physical properties. Videos, datasets, pre-trained models, and code can be downloaded from our project website: https://wenbwa.github.io/TRTM/ .
VGFlow: Visibility guided Flow Network for Human Reposing
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).
Multimodal-Conditioned Latent Diffusion Models for Fashion Image Editing
Fashion illustration is a crucial medium for designers to convey their creative vision and transform design concepts into tangible representations that showcase the interplay between clothing and the human body. In the context of fashion design, computer vision techniques have the potential to enhance and streamline the design process. Departing from prior research primarily focused on virtual try-on, this paper tackles the task of multimodal-conditioned fashion image editing. Our approach aims to generate human-centric fashion images guided by multimodal prompts, including text, human body poses, garment sketches, and fabric textures. To address this problem, we propose extending latent diffusion models to incorporate these multiple modalities and modifying the structure of the denoising network, taking multimodal prompts as input. To condition the proposed architecture on fabric textures, we employ textual inversion techniques and let diverse cross-attention layers of the denoising network attend to textual and texture information, thus incorporating different granularity conditioning details. Given the lack of datasets for the task, we extend two existing fashion datasets, Dress Code and VITON-HD, with multimodal annotations. Experimental evaluations demonstrate the effectiveness of our proposed approach in terms of realism and coherence concerning the provided multimodal inputs.
Fashionformer: A simple, Effective and Unified Baseline for Human Fashion Segmentation and Recognition
Human fashion understanding is one crucial computer vision task since it has comprehensive information for real-world applications. This focus on joint human fashion segmentation and attribute recognition. Contrary to the previous works that separately model each task as a multi-head prediction problem, our insight is to bridge these two tasks with one unified model via vision transformer modeling to benefit each task. In particular, we introduce the object query for segmentation and the attribute query for attribute prediction. Both queries and their corresponding features can be linked via mask prediction. Then we adopt a two-stream query learning framework to learn the decoupled query representations.We design a novel Multi-Layer Rendering module for attribute stream to explore more fine-grained features. The decoder design shares the same spirit as DETR. Thus we name the proposed method Fahsionformer. Extensive experiments on three human fashion datasets illustrate the effectiveness of our approach. In particular, our method with the same backbone achieve relative 10\% improvements than previous works in case of a joint metric (AP^{text{mask}_{IoU+F_1}) for both segmentation and attribute recognition}. To the best of our knowledge, we are the first unified end-to-end vision transformer framework for human fashion analysis. We hope this simple yet effective method can serve as a new flexible baseline for fashion analysis. Code is available at https://github.com/xushilin1/FashionFormer.
ECON: Explicit Clothed humans Optimized via Normal integration
The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de
DiffCloth: Diffusion Based Garment Synthesis and Manipulation via Structural Cross-modal Semantic Alignment
Cross-modal garment synthesis and manipulation will significantly benefit the way fashion designers generate garments and modify their designs via flexible linguistic interfaces.Current approaches follow the general text-to-image paradigm and mine cross-modal relations via simple cross-attention modules, neglecting the structural correspondence between visual and textual representations in the fashion design domain. In this work, we instead introduce DiffCloth, a diffusion-based pipeline for cross-modal garment synthesis and manipulation, which empowers diffusion models with flexible compositionality in the fashion domain by structurally aligning the cross-modal semantics. Specifically, we formulate the part-level cross-modal alignment as a bipartite matching problem between the linguistic Attribute-Phrases (AP) and the visual garment parts which are obtained via constituency parsing and semantic segmentation, respectively. To mitigate the issue of attribute confusion, we further propose a semantic-bundled cross-attention to preserve the spatial structure similarities between the attention maps of attribute adjectives and part nouns in each AP. Moreover, DiffCloth allows for manipulation of the generated results by simply replacing APs in the text prompts. The manipulation-irrelevant regions are recognized by blended masks obtained from the bundled attention maps of the APs and kept unchanged. Extensive experiments on the CM-Fashion benchmark demonstrate that DiffCloth both yields state-of-the-art garment synthesis results by leveraging the inherent structural information and supports flexible manipulation with region consistency.
PICA: Physics-Integrated Clothed Avatar
We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.
CloSe: A 3D Clothing Segmentation Dataset and Model
3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-T in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/.
Multi-Garment Customized Model Generation
This paper introduces Multi-Garment Customized Model Generation, a unified framework based on Latent Diffusion Models (LDMs) aimed at addressing the unexplored task of synthesizing images with free combinations of multiple pieces of clothing. The method focuses on generating customized models wearing various targeted outfits according to different text prompts. The primary challenge lies in maintaining the natural appearance of the dressed model while preserving the complex textures of each piece of clothing, ensuring that the information from different garments does not interfere with each other. To tackle these challenges, we first developed a garment encoder, which is a trainable UNet copy with shared weights, capable of extracting detailed features of garments in parallel. Secondly, our framework supports the conditional generation of multiple garments through decoupled multi-garment feature fusion, allowing multiple clothing features to be injected into the backbone network, significantly alleviating conflicts between garment information. Additionally, the proposed garment encoder is a plug-and-play module that can be combined with other extension modules such as IP-Adapter and ControlNet, enhancing the diversity and controllability of the generated models. Extensive experiments demonstrate the superiority of our approach over existing alternatives, opening up new avenues for the task of generating images with multiple-piece clothing combinations
Magic Clothing: Controllable Garment-Driven Image Synthesis
We propose Magic Clothing, a latent diffusion model (LDM)-based network architecture for an unexplored garment-driven image synthesis task. Aiming at generating customized characters wearing the target garments with diverse text prompts, the image controllability is the most critical issue, i.e., to preserve the garment details and maintain faithfulness to the text prompts. To this end, we introduce a garment extractor to capture the detailed garment features, and employ self-attention fusion to incorporate them into the pretrained LDMs, ensuring that the garment details remain unchanged on the target character. Then, we leverage the joint classifier-free guidance to balance the control of garment features and text prompts over the generated results. Meanwhile, the proposed garment extractor is a plug-in module applicable to various finetuned LDMs, and it can be combined with other extensions like ControlNet and IP-Adapter to enhance the diversity and controllability of the generated characters. Furthermore, we design Matched-Points-LPIPS (MP-LPIPS), a robust metric for evaluating the consistency of the target image to the source garment. Extensive experiments demonstrate that our Magic Clothing achieves state-of-the-art results under various conditional controls for garment-driven image synthesis. Our source code is available at https://github.com/ShineChen1024/MagicClothing.
Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.
NSF: Neural Surface Fields for Human Modeling from Monocular Depth
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.
4D-DRESS: A 4D Dataset of Real-world Human Clothing with Semantic Annotations
The studies of human clothing for digital avatars have predominantly relied on synthetic datasets. While easy to collect, synthetic data often fall short in realism and fail to capture authentic clothing dynamics. Addressing this gap, we introduce 4D-DRESS, the first real-world 4D dataset advancing human clothing research with its high-quality 4D textured scans and garment meshes. 4D-DRESS captures 64 outfits in 520 human motion sequences, amounting to 78k textured scans. Creating a real-world clothing dataset is challenging, particularly in annotating and segmenting the extensive and complex 4D human scans. To address this, we develop a semi-automatic 4D human parsing pipeline. We efficiently combine a human-in-the-loop process with automation to accurately label 4D scans in diverse garments and body movements. Leveraging precise annotations and high-quality garment meshes, we establish several benchmarks for clothing simulation and reconstruction. 4D-DRESS offers realistic and challenging data that complements synthetic sources, paving the way for advancements in research of lifelike human clothing. Website: https://ait.ethz.ch/4d-dress.
Time-Efficient and Identity-Consistent Virtual Try-On Using A Variant of Altered Diffusion Models
This study discusses the critical issues of Virtual Try-On in contemporary e-commerce and the prospective metaverse, emphasizing the challenges of preserving intricate texture details and distinctive features of the target person and the clothes in various scenarios, such as clothing texture and identity characteristics like tattoos or accessories. In addition to the fidelity of the synthesized images, the efficiency of the synthesis process presents a significant hurdle. Various existing approaches are explored, highlighting the limitations and unresolved aspects, e.g., identity information omission, uncontrollable artifacts, and low synthesis speed. It then proposes a novel diffusion-based solution that addresses garment texture preservation and user identity retention during virtual try-on. The proposed network comprises two primary modules - a warping module aligning clothing with individual features and a try-on module refining the attire and generating missing parts integrated with a mask-aware post-processing technique ensuring the integrity of the individual's identity. It demonstrates impressive results, surpassing the state-of-the-art in speed by nearly 20 times during inference, with superior fidelity in qualitative assessments. Quantitative evaluations confirm comparable performance with the recent SOTA method on the VITON-HD and Dresscode datasets.
How Will It Drape Like? Capturing Fabric Mechanics from Depth Images
We propose a method to estimate the mechanical parameters of fabrics using a casual capture setup with a depth camera. Our approach enables to create mechanically-correct digital representations of real-world textile materials, which is a fundamental step for many interactive design and engineering applications. As opposed to existing capture methods, which typically require expensive setups, video sequences, or manual intervention, our solution can capture at scale, is agnostic to the optical appearance of the textile, and facilitates fabric arrangement by non-expert operators. To this end, we propose a sim-to-real strategy to train a learning-based framework that can take as input one or multiple images and outputs a full set of mechanical parameters. Thanks to carefully designed data augmentation and transfer learning protocols, our solution generalizes to real images despite being trained only on synthetic data, hence successfully closing the sim-to-real loop.Key in our work is to demonstrate that evaluating the regression accuracy based on the similarity at parameter space leads to an inaccurate distances that do not match the human perception. To overcome this, we propose a novel metric for fabric drape similarity that operates on the image domain instead on the parameter space, allowing us to evaluate our estimation within the context of a similarity rank. We show that out metric correlates with human judgments about the perception of drape similarity, and that our model predictions produce perceptually accurate results compared to the ground truth parameters.
Towards Multi-Layered 3D Garments Animation
Mimicking realistic dynamics in 3D garment animations is a challenging task due to the complex nature of multi-layered garments and the variety of outer forces involved. Existing approaches mostly focus on single-layered garments driven by only human bodies and struggle to handle general scenarios. In this paper, we propose a novel data-driven method, called LayersNet, to model garment-level animations as particle-wise interactions in a micro physics system. We improve simulation efficiency by representing garments as patch-level particles in a two-level structural hierarchy. Moreover, we introduce a novel Rotation Equivalent Transformation that leverages the rotation invariance and additivity of physics systems to better model outer forces. To verify the effectiveness of our approach and bridge the gap between experimental environments and real-world scenarios, we introduce a new challenging dataset, D-LAYERS, containing 700K frames of dynamics of 4,900 different combinations of multi-layered garments driven by both human bodies and randomly sampled wind. Our experiments show that LayersNet achieves superior performance both quantitatively and qualitatively. We will make the dataset and code publicly available at https://mmlab-ntu.github.io/project/layersnet/index.html .
FashionFail: Addressing Failure Cases in Fashion Object Detection and Segmentation
In the realm of fashion object detection and segmentation for online shopping images, existing state-of-the-art fashion parsing models encounter limitations, particularly when exposed to non-model-worn apparel and close-up shots. To address these failures, we introduce FashionFail; a new fashion dataset with e-commerce images for object detection and segmentation. The dataset is efficiently curated using our novel annotation tool that leverages recent foundation models. The primary objective of FashionFail is to serve as a test bed for evaluating the robustness of models. Our analysis reveals the shortcomings of leading models, such as Attribute-Mask R-CNN and Fashionformer. Additionally, we propose a baseline approach using naive data augmentation to mitigate common failure cases and improve model robustness. Through this work, we aim to inspire and support further research in fashion item detection and segmentation for industrial applications. The dataset, annotation tool, code, and models are available at https://rizavelioglu.github.io/fashionfail/.
AG3D: Learning to Generate 3D Avatars from 2D Image Collections
While progress in 2D generative models of human appearance has been rapid, many applications require 3D avatars that can be animated and rendered. Unfortunately, most existing methods for learning generative models of 3D humans with diverse shape and appearance require 3D training data, which is limited and expensive to acquire. The key to progress is hence to learn generative models of 3D avatars from abundant unstructured 2D image collections. However, learning realistic and complete 3D appearance and geometry in this under-constrained setting remains challenging, especially in the presence of loose clothing such as dresses. In this paper, we propose a new adversarial generative model of realistic 3D people from 2D images. Our method captures shape and deformation of the body and loose clothing by adopting a holistic 3D generator and integrating an efficient and flexible articulation module. To improve realism, we train our model using multiple discriminators while also integrating geometric cues in the form of predicted 2D normal maps. We experimentally find that our method outperforms previous 3D- and articulation-aware methods in terms of geometry and appearance. We validate the effectiveness of our model and the importance of each component via systematic ablation studies.
LaDI-VTON: Latent Diffusion Textual-Inversion Enhanced Virtual Try-On
The rapidly evolving fields of e-commerce and metaverse continue to seek innovative approaches to enhance the consumer experience. At the same time, recent advancements in the development of diffusion models have enabled generative networks to create remarkably realistic images. In this context, image-based virtual try-on, which consists in generating a novel image of a target model wearing a given in-shop garment, has yet to capitalize on the potential of these powerful generative solutions. This work introduces LaDI-VTON, the first Latent Diffusion textual Inversion-enhanced model for the Virtual Try-ON task. The proposed architecture relies on a latent diffusion model extended with a novel additional autoencoder module that exploits learnable skip connections to enhance the generation process preserving the model's characteristics. To effectively maintain the texture and details of the in-shop garment, we propose a textual inversion component that can map the visual features of the garment to the CLIP token embedding space and thus generate a set of pseudo-word token embeddings capable of conditioning the generation process. Experimental results on Dress Code and VITON-HD datasets demonstrate that our approach outperforms the competitors by a consistent margin, achieving a significant milestone for the task. Source code and trained models are publicly available at: https://github.com/miccunifi/ladi-vton.
Relightable and Animatable Neural Avatars from Videos
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page/.
ComposeAnyone: Controllable Layout-to-Human Generation with Decoupled Multimodal Conditions
Building on the success of diffusion models, significant advancements have been made in multimodal image generation tasks. Among these, human image generation has emerged as a promising technique, offering the potential to revolutionize the fashion design process. However, existing methods often focus solely on text-to-image or image reference-based human generation, which fails to satisfy the increasingly sophisticated demands. To address the limitations of flexibility and precision in human generation, we introduce ComposeAnyone, a controllable layout-to-human generation method with decoupled multimodal conditions. Specifically, our method allows decoupled control of any part in hand-drawn human layouts using text or reference images, seamlessly integrating them during the generation process. The hand-drawn layout, which utilizes color-blocked geometric shapes such as ellipses and rectangles, can be easily drawn, offering a more flexible and accessible way to define spatial layouts. Additionally, we introduce the ComposeHuman dataset, which provides decoupled text and reference image annotations for different components of each human image, enabling broader applications in human image generation tasks. Extensive experiments on multiple datasets demonstrate that ComposeAnyone generates human images with better alignment to given layouts, text descriptions, and reference images, showcasing its multi-task capability and controllability.
Pose Modulated Avatars from Video
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in relation to skeleton pose. Unlike existing avatar models that are learned implicitly or rely on a proxy surface, our approach is motivated by the observation that different poses necessitate unique frequency assignments. Neglecting this distinction yields noisy artifacts in smooth areas or blurs fine-grained texture and shape details in sharp regions. We develop a two-branch neural network that is adaptive and explicit in the frequency domain. The first branch is a graph neural network that models correlations among body parts locally, taking skeleton pose as input. The second branch combines these correlation features to a set of global frequencies and then modulates the feature encoding. Our experiments demonstrate that our network outperforms state-of-the-art methods in terms of preserving details and generalization capabilities.
Masked Extended Attention for Zero-Shot Virtual Try-On In The Wild
Virtual Try-On (VTON) is a highly active line of research, with increasing demand. It aims to replace a piece of garment in an image with one from another, while preserving person and garment characteristics as well as image fidelity. Current literature takes a supervised approach for the task, impairing generalization and imposing heavy computation. In this paper, we present a novel zero-shot training-free method for inpainting a clothing garment by reference. Our approach employs the prior of a diffusion model with no additional training, fully leveraging its native generalization capabilities. The method employs extended attention to transfer image information from reference to target images, overcoming two significant challenges. We first initially warp the reference garment over the target human using deep features, alleviating "texture sticking". We then leverage the extended attention mechanism with careful masking, eliminating leakage of reference background and unwanted influence. Through a user study, qualitative, and quantitative comparison to state-of-the-art approaches, we demonstrate superior image quality and garment preservation compared unseen clothing pieces or human figures.
PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization
We introduce Pixel-aligned Implicit Function (PIFu), a highly effective implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu can produce high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.
StableGarment: Garment-Centric Generation via Stable Diffusion
In this paper, we introduce StableGarment, a unified framework to tackle garment-centric(GC) generation tasks, including GC text-to-image, controllable GC text-to-image, stylized GC text-to-image, and robust virtual try-on. The main challenge lies in retaining the intricate textures of the garment while maintaining the flexibility of pre-trained Stable Diffusion. Our solution involves the development of a garment encoder, a trainable copy of the denoising UNet equipped with additive self-attention (ASA) layers. These ASA layers are specifically devised to transfer detailed garment textures, also facilitating the integration of stylized base models for the creation of stylized images. Furthermore, the incorporation of a dedicated try-on ControlNet enables StableGarment to execute virtual try-on tasks with precision. We also build a novel data engine that produces high-quality synthesized data to preserve the model's ability to follow prompts. Extensive experiments demonstrate that our approach delivers state-of-the-art (SOTA) results among existing virtual try-on methods and exhibits high flexibility with broad potential applications in various garment-centric image generation.
FashionSD-X: Multimodal Fashion Garment Synthesis using Latent Diffusion
The rapid evolution of the fashion industry increasingly intersects with technological advancements, particularly through the integration of generative AI. This study introduces a novel generative pipeline designed to transform the fashion design process by employing latent diffusion models. Utilizing ControlNet and LoRA fine-tuning, our approach generates high-quality images from multimodal inputs such as text and sketches. We leverage and enhance state-of-the-art virtual try-on datasets, including Multimodal Dress Code and VITON-HD, by integrating sketch data. Our evaluation, utilizing metrics like FID, CLIP Score, and KID, demonstrates that our model significantly outperforms traditional stable diffusion models. The results not only highlight the effectiveness of our model in generating fashion-appropriate outputs but also underscore the potential of diffusion models in revolutionizing fashion design workflows. This research paves the way for more interactive, personalized, and technologically enriched methodologies in fashion design and representation, bridging the gap between creative vision and practical application.
VITON-HD: High-Resolution Virtual Try-On via Misalignment-Aware Normalization
The task of image-based virtual try-on aims to transfer a target clothing item onto the corresponding region of a person, which is commonly tackled by fitting the item to the desired body part and fusing the warped item with the person. While an increasing number of studies have been conducted, the resolution of synthesized images is still limited to low (e.g., 256x192), which acts as the critical limitation against satisfying online consumers. We argue that the limitation stems from several challenges: as the resolution increases, the artifacts in the misaligned areas between the warped clothes and the desired clothing regions become noticeable in the final results; the architectures used in existing methods have low performance in generating high-quality body parts and maintaining the texture sharpness of the clothes. To address the challenges, we propose a novel virtual try-on method called VITON-HD that successfully synthesizes 1024x768 virtual try-on images. Specifically, we first prepare the segmentation map to guide our virtual try-on synthesis, and then roughly fit the target clothing item to a given person's body. Next, we propose ALIgnment-Aware Segment (ALIAS) normalization and ALIAS generator to handle the misaligned areas and preserve the details of 1024x768 inputs. Through rigorous comparison with existing methods, we demonstrate that VITON-HD highly surpasses the baselines in terms of synthesized image quality both qualitatively and quantitatively. Code is available at https://github.com/shadow2496/VITON-HD.
AnyFit: Controllable Virtual Try-on for Any Combination of Attire Across Any Scenario
While image-based virtual try-on has made significant strides, emerging approaches still fall short of delivering high-fidelity and robust fitting images across various scenarios, as their models suffer from issues of ill-fitted garment styles and quality degrading during the training process, not to mention the lack of support for various combinations of attire. Therefore, we first propose a lightweight, scalable, operator known as Hydra Block for attire combinations. This is achieved through a parallel attention mechanism that facilitates the feature injection of multiple garments from conditionally encoded branches into the main network. Secondly, to significantly enhance the model's robustness and expressiveness in real-world scenarios, we evolve its potential across diverse settings by synthesizing the residuals of multiple models, as well as implementing a mask region boost strategy to overcome the instability caused by information leakage in existing models. Equipped with the above design, AnyFit surpasses all baselines on high-resolution benchmarks and real-world data by a large gap, excelling in producing well-fitting garments replete with photorealistic and rich details. Furthermore, AnyFit's impressive performance on high-fidelity virtual try-ons in any scenario from any image, paves a new path for future research within the fashion community.
ToMiE: Towards Modular Growth in Enhanced SMPL Skeleton for 3D Human with Animatable Garments
In this paper, we highlight a critical yet often overlooked factor in most 3D human tasks, namely modeling humans with complex garments. It is known that the parameterized formulation of SMPL is able to fit human skin; while complex garments, e.g., hand-held objects and loose-fitting garments, are difficult to get modeled within the unified framework, since their movements are usually decoupled with the human body. To enhance the capability of SMPL skeleton in response to this situation, we propose a modular growth strategy that enables the joint tree of the skeleton to expand adaptively. Specifically, our method, called ToMiE, consists of parent joints localization and external joints optimization. For parent joints localization, we employ a gradient-based approach guided by both LBS blending weights and motion kernels. Once the external joints are obtained, we proceed to optimize their transformations in SE(3) across different frames, enabling rendering and explicit animation. ToMiE manages to outperform other methods across various cases with garments, not only in rendering quality but also by offering free animation of grown joints, thereby enhancing the expressive ability of SMPL skeleton for a broader range of applications.
ClothesNet: An Information-Rich 3D Garment Model Repository with Simulated Clothes Environment
We present ClothesNet: a large-scale dataset of 3D clothes objects with information-rich annotations. Our dataset consists of around 4400 models covering 11 categories annotated with clothes features, boundary lines, and keypoints. ClothesNet can be used to facilitate a variety of computer vision and robot interaction tasks. Using our dataset, we establish benchmark tasks for clothes perception, including classification, boundary line segmentation, and keypoint detection, and develop simulated clothes environments for robotic interaction tasks, including rearranging, folding, hanging, and dressing. We also demonstrate the efficacy of our ClothesNet in real-world experiments. Supplemental materials and dataset are available on our project webpage.
IMAGDressing-v1: Customizable Virtual Dressing
Latest advances have achieved realistic virtual try-on (VTON) through localized garment inpainting using latent diffusion models, significantly enhancing consumers' online shopping experience. However, existing VTON technologies neglect the need for merchants to showcase garments comprehensively, including flexible control over garments, optional faces, poses, and scenes. To address this issue, we define a virtual dressing (VD) task focused on generating freely editable human images with fixed garments and optional conditions. Meanwhile, we design a comprehensive affinity metric index (CAMI) to evaluate the consistency between generated images and reference garments. Then, we propose IMAGDressing-v1, which incorporates a garment UNet that captures semantic features from CLIP and texture features from VAE. We present a hybrid attention module, including a frozen self-attention and a trainable cross-attention, to integrate garment features from the garment UNet into a frozen denoising UNet, ensuring users can control different scenes through text. IMAGDressing-v1 can be combined with other extension plugins, such as ControlNet and IP-Adapter, to enhance the diversity and controllability of generated images. Furthermore, to address the lack of data, we release the interactive garment pairing (IGPair) dataset, containing over 300,000 pairs of clothing and dressed images, and establish a standard pipeline for data assembly. Extensive experiments demonstrate that our IMAGDressing-v1 achieves state-of-the-art human image synthesis performance under various controlled conditions. The code and model will be available at https://github.com/muzishen/IMAGDressing.
Dress Code: High-Resolution Multi-Category Virtual Try-On
Image-based virtual try-on strives to transfer the appearance of a clothing item onto the image of a target person. Prior work focuses mainly on upper-body clothes (e.g. t-shirts, shirts, and tops) and neglects full-body or lower-body items. This shortcoming arises from a main factor: current publicly available datasets for image-based virtual try-on do not account for this variety, thus limiting progress in the field. To address this deficiency, we introduce Dress Code, which contains images of multi-category clothes. Dress Code is more than 3x larger than publicly available datasets for image-based virtual try-on and features high-resolution paired images (1024x768) with front-view, full-body reference models. To generate HD try-on images with high visual quality and rich in details, we propose to learn fine-grained discriminating features. Specifically, we leverage a semantic-aware discriminator that makes predictions at pixel-level instead of image- or patch-level. Extensive experimental evaluation demonstrates that the proposed approach surpasses the baselines and state-of-the-art competitors in terms of visual quality and quantitative results. The Dress Code dataset is publicly available at https://github.com/aimagelab/dress-code.
One-shot Implicit Animatable Avatars with Model-based Priors
Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.
Tailor3D: Customized 3D Assets Editing and Generation with Dual-Side Images
Recent advances in 3D AIGC have shown promise in directly creating 3D objects from text and images, offering significant cost savings in animation and product design. However, detailed edit and customization of 3D assets remains a long-standing challenge. Specifically, 3D Generation methods lack the ability to follow finely detailed instructions as precisely as their 2D image creation counterparts. Imagine you can get a toy through 3D AIGC but with undesired accessories and dressing. To tackle this challenge, we propose a novel pipeline called Tailor3D, which swiftly creates customized 3D assets from editable dual-side images. We aim to emulate a tailor's ability to locally change objects or perform overall style transfer. Unlike creating 3D assets from multiple views, using dual-side images eliminates conflicts on overlapping areas that occur when editing individual views. Specifically, it begins by editing the front view, then generates the back view of the object through multi-view diffusion. Afterward, it proceeds to edit the back views. Finally, a Dual-sided LRM is proposed to seamlessly stitch together the front and back 3D features, akin to a tailor sewing together the front and back of a garment. The Dual-sided LRM rectifies imperfect consistencies between the front and back views, enhancing editing capabilities and reducing memory burdens while seamlessly integrating them into a unified 3D representation with the LoRA Triplane Transformer. Experimental results demonstrate Tailor3D's effectiveness across various 3D generation and editing tasks, including 3D generative fill and style transfer. It provides a user-friendly, efficient solution for editing 3D assets, with each editing step taking only seconds to complete.
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
Physics-guided Shape-from-Template: Monocular Video Perception through Neural Surrogate Models
3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences, often leveraging just a single monocular camera without depth information, such as regular smartphone recordings. Unfortunately, existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem, we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate, stable, and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching, shearing, or bending stiffness of the cloth. This allows to retain a precise, stable, and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to phi-SfT, a state-of-the-art physics-based SfT approach.
PICTURE: PhotorealistIC virtual Try-on from UnconstRained dEsigns
In this paper, we propose a novel virtual try-on from unconstrained designs (ucVTON) task to enable photorealistic synthesis of personalized composite clothing on input human images. Unlike prior arts constrained by specific input types, our method allows flexible specification of style (text or image) and texture (full garment, cropped sections, or texture patches) conditions. To address the entanglement challenge when using full garment images as conditions, we develop a two-stage pipeline with explicit disentanglement of style and texture. In the first stage, we generate a human parsing map reflecting the desired style conditioned on the input. In the second stage, we composite textures onto the parsing map areas based on the texture input. To represent complex and non-stationary textures that have never been achieved in previous fashion editing works, we first propose extracting hierarchical and balanced CLIP features and applying position encoding in VTON. Experiments demonstrate superior synthesis quality and personalization enabled by our method. The flexible control over style and texture mixing brings virtual try-on to a new level of user experience for online shopping and fashion design.
Mobile Fitting Room: On-device Virtual Try-on via Diffusion Models
The growing digital landscape of fashion e-commerce calls for interactive and user-friendly interfaces for virtually trying on clothes. Traditional try-on methods grapple with challenges in adapting to diverse backgrounds, poses, and subjects. While newer methods, utilizing the recent advances of diffusion models, have achieved higher-quality image generation, the human-centered dimensions of mobile interface delivery and privacy concerns remain largely unexplored. We present Mobile Fitting Room, the first on-device diffusion-based virtual try-on system. To address multiple inter-related technical challenges such as high-quality garment placement and model compression for mobile devices, we present a novel technical pipeline and an interface design that enables privacy preservation and user customization. A usage scenario highlights how our tool can provide a seamless, interactive virtual try-on experience for customers and provide a valuable service for fashion e-commerce businesses.
FICE: Text-Conditioned Fashion Image Editing With Guided GAN Inversion
Fashion-image editing represents a challenging computer vision task, where the goal is to incorporate selected apparel into a given input image. Most existing techniques, known as Virtual Try-On methods, deal with this task by first selecting an example image of the desired apparel and then transferring the clothing onto the target person. Conversely, in this paper, we consider editing fashion images with text descriptions. Such an approach has several advantages over example-based virtual try-on techniques, e.g.: (i) it does not require an image of the target fashion item, and (ii) it allows the expression of a wide variety of visual concepts through the use of natural language. Existing image-editing methods that work with language inputs are heavily constrained by their requirement for training sets with rich attribute annotations or they are only able to handle simple text descriptions. We address these constraints by proposing a novel text-conditioned editing model, called FICE (Fashion Image CLIP Editing), capable of handling a wide variety of diverse text descriptions to guide the editing procedure. Specifically with FICE, we augment the common GAN inversion process by including semantic, pose-related, and image-level constraints when generating images. We leverage the capabilities of the CLIP model to enforce the semantics, due to its impressive image-text association capabilities. We furthermore propose a latent-code regularization technique that provides the means to better control the fidelity of the synthesized images. We validate FICE through rigorous experiments on a combination of VITON images and Fashion-Gen text descriptions and in comparison with several state-of-the-art text-conditioned image editing approaches. Experimental results demonstrate FICE generates highly realistic fashion images and leads to stronger editing performance than existing competing approaches.
Dynamic Try-On: Taming Video Virtual Try-on with Dynamic Attention Mechanism
Video try-on stands as a promising area for its tremendous real-world potential. Previous research on video try-on has primarily focused on transferring product clothing images to videos with simple human poses, while performing poorly with complex movements. To better preserve clothing details, those approaches are armed with an additional garment encoder, resulting in higher computational resource consumption. The primary challenges in this domain are twofold: (1) leveraging the garment encoder's capabilities in video try-on while lowering computational requirements; (2) ensuring temporal consistency in the synthesis of human body parts, especially during rapid movements. To tackle these issues, we propose a novel video try-on framework based on Diffusion Transformer(DiT), named Dynamic Try-On. To reduce computational overhead, we adopt a straightforward approach by utilizing the DiT backbone itself as the garment encoder and employing a dynamic feature fusion module to store and integrate garment features. To ensure temporal consistency of human body parts, we introduce a limb-aware dynamic attention module that enforces the DiT backbone to focus on the regions of human limbs during the denoising process. Extensive experiments demonstrate the superiority of Dynamic Try-On in generating stable and smooth try-on results, even for videos featuring complicated human postures.
Self-Supervised Vision Transformer for Enhanced Virtual Clothes Try-On
Virtual clothes try-on has emerged as a vital feature in online shopping, offering consumers a critical tool to visualize how clothing fits. In our research, we introduce an innovative approach for virtual clothes try-on, utilizing a self-supervised Vision Transformer (ViT) coupled with a diffusion model. Our method emphasizes detail enhancement by contrasting local clothing image embeddings, generated by ViT, with their global counterparts. Techniques such as conditional guidance and focus on key regions have been integrated into our approach. These combined strategies empower the diffusion model to reproduce clothing details with increased clarity and realism. The experimental results showcase substantial advancements in the realism and precision of details in virtual try-on experiences, significantly surpassing the capabilities of existing technologies.
Shape-Erased Feature Learning for Visible-Infrared Person Re-Identification
Due to the modality gap between visible and infrared images with high visual ambiguity, learning diverse modality-shared semantic concepts for visible-infrared person re-identification (VI-ReID) remains a challenging problem. Body shape is one of the significant modality-shared cues for VI-ReID. To dig more diverse modality-shared cues, we expect that erasing body-shape-related semantic concepts in the learned features can force the ReID model to extract more and other modality-shared features for identification. To this end, we propose shape-erased feature learning paradigm that decorrelates modality-shared features in two orthogonal subspaces. Jointly learning shape-related feature in one subspace and shape-erased features in the orthogonal complement achieves a conditional mutual information maximization between shape-erased feature and identity discarding body shape information, thus enhancing the diversity of the learned representation explicitly. Extensive experiments on SYSU-MM01, RegDB, and HITSZ-VCM datasets demonstrate the effectiveness of our method.
TryOn-Adapter: Efficient Fine-Grained Clothing Identity Adaptation for High-Fidelity Virtual Try-On
Virtual try-on focuses on adjusting the given clothes to fit a specific person seamlessly while avoiding any distortion of the patterns and textures of the garment. However, the clothing identity uncontrollability and training inefficiency of existing diffusion-based methods, which struggle to maintain the identity even with full parameter training, are significant limitations that hinder the widespread applications. In this work, we propose an effective and efficient framework, termed TryOn-Adapter. Specifically, we first decouple clothing identity into fine-grained factors: style for color and category information, texture for high-frequency details, and structure for smooth spatial adaptive transformation. Our approach utilizes a pre-trained exemplar-based diffusion model as the fundamental network, whose parameters are frozen except for the attention layers. We then customize three lightweight modules (Style Preserving, Texture Highlighting, and Structure Adapting) incorporated with fine-tuning techniques to enable precise and efficient identity control. Meanwhile, we introduce the training-free T-RePaint strategy to further enhance clothing identity preservation while maintaining the realistic try-on effect during the inference. Our experiments demonstrate that our approach achieves state-of-the-art performance on two widely-used benchmarks. Additionally, compared with recent full-tuning diffusion-based methods, we only use about half of their tunable parameters during training. The code will be made publicly available at https://github.com/jiazheng-xing/TryOn-Adapter.
ViViD: Video Virtual Try-on using Diffusion Models
Video virtual try-on aims to transfer a clothing item onto the video of a target person. Directly applying the technique of image-based try-on to the video domain in a frame-wise manner will cause temporal-inconsistent outcomes while previous video-based try-on solutions can only generate low visual quality and blurring results. In this work, we present ViViD, a novel framework employing powerful diffusion models to tackle the task of video virtual try-on. Specifically, we design the Garment Encoder to extract fine-grained clothing semantic features, guiding the model to capture garment details and inject them into the target video through the proposed attention feature fusion mechanism. To ensure spatial-temporal consistency, we introduce a lightweight Pose Encoder to encode pose signals, enabling the model to learn the interactions between clothing and human posture and insert hierarchical Temporal Modules into the text-to-image stable diffusion model for more coherent and lifelike video synthesis. Furthermore, we collect a new dataset, which is the largest, with the most diverse types of garments and the highest resolution for the task of video virtual try-on to date. Extensive experiments demonstrate that our approach is able to yield satisfactory video try-on results. The dataset, codes, and weights will be publicly available. Project page: https://becauseimbatman0.github.io/ViViD.
Dynamic Point Fields
Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.
NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects
Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/
DiffFashion: Reference-based Fashion Design with Structure-aware Transfer by Diffusion Models
Image-based fashion design with AI techniques has attracted increasing attention in recent years. We focus on a new fashion design task, where we aim to transfer a reference appearance image onto a clothing image while preserving the structure of the clothing image. It is a challenging task since there are no reference images available for the newly designed output fashion images. Although diffusion-based image translation or neural style transfer (NST) has enabled flexible style transfer, it is often difficult to maintain the original structure of the image realistically during the reverse diffusion, especially when the referenced appearance image greatly differs from the common clothing appearance. To tackle this issue, we present a novel diffusion model-based unsupervised structure-aware transfer method to semantically generate new clothes from a given clothing image and a reference appearance image. In specific, we decouple the foreground clothing with automatically generated semantic masks by conditioned labels. And the mask is further used as guidance in the denoising process to preserve the structure information. Moreover, we use the pre-trained vision Transformer (ViT) for both appearance and structure guidance. Our experimental results show that the proposed method outperforms state-of-the-art baseline models, generating more realistic images in the fashion design task. Code and demo can be found at https://github.com/Rem105-210/DiffFashion.
TELA: Text to Layer-wise 3D Clothed Human Generation
This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/
ITVTON:Virtual Try-On Diffusion Transformer Model Based on Integrated Image and Text
Recent advancements in virtual fitting for characters and clothing have leveraged diffusion models to improve the realism of garment fitting. However, challenges remain in handling complex scenes and poses, which can result in unnatural garment fitting and poorly rendered intricate patterns. In this work, we introduce ITVTON, a novel method that enhances clothing-character interactions by combining clothing and character images along spatial channels as inputs, thereby improving fitting accuracy for the inpainting model. Additionally, we incorporate integrated textual descriptions from multiple images to boost the realism of the generated visual effects. To optimize computational efficiency, we limit training to the attention parameters within a single diffusion transformer (Single-DiT) block. To more rigorously address the complexities of real-world scenarios, we curated training samples from the IGPair dataset, thereby enhancing ITVTON's performance across diverse environments. Extensive experiments demonstrate that ITVTON outperforms baseline methods both qualitatively and quantitatively, setting a new standard for virtual fitting tasks.
Structured 3D Features for Reconstructing Controllable Avatars
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.
PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask
Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.
BiFold: Bimanual Cloth Folding with Language Guidance
Cloth folding is a complex task due to the inevitable self-occlusions of clothes, their complicated dynamics, and the disparate materials, geometries, and textures that garments can have. In this work, we learn folding actions conditioned on text commands. Translating high-level, abstract instructions into precise robotic actions requires sophisticated language understanding and manipulation capabilities. To do that, we leverage a pre-trained vision-language model and repurpose it to predict manipulation actions. Our model, BiFold, can take context into account and achieves state-of-the-art performance on an existing language-conditioned folding benchmark. Given the lack of annotated bimanual folding data, we devise a procedure to automatically parse actions of a simulated dataset and tag them with aligned text instructions. BiFold attains the best performance on our dataset and can transfer to new instructions, garments, and environments.
CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.
OOTDiffusion: Outfitting Fusion based Latent Diffusion for Controllable Virtual Try-on
Image-based virtual try-on (VTON), which aims to generate an outfitted image of a target human wearing an in-shop garment, is a challenging image-synthesis task calling for not only high fidelity of the outfitted human but also full preservation of garment details. To tackle this issue, we propose Outfitting over Try-on Diffusion (OOTDiffusion), leveraging the power of pretrained latent diffusion models and designing a novel network architecture for realistic and controllable virtual try-on. Without an explicit warping process, we propose an outfitting UNet to learn the garment detail features, and merge them with the target human body via our proposed outfitting fusion in the denoising process of diffusion models. In order to further enhance the controllability of our outfitting UNet, we introduce outfitting dropout to the training process, which enables us to adjust the strength of garment features through classifier-free guidance. Our comprehensive experiments on the VITON-HD and Dress Code datasets demonstrate that OOTDiffusion efficiently generates high-quality outfitted images for arbitrary human and garment images, which outperforms other VTON methods in both fidelity and controllability, indicating an impressive breakthrough in virtual try-on. Our source code is available at https://github.com/levihsu/OOTDiffusion.
GST: Precise 3D Human Body from a Single Image with Gaussian Splatting Transformers
Reconstructing realistic 3D human models from monocular images has significant applications in creative industries, human-computer interfaces, and healthcare. We base our work on 3D Gaussian Splatting (3DGS), a scene representation composed of a mixture of Gaussians. Predicting such mixtures for a human from a single input image is challenging, as it is a non-uniform density (with a many-to-one relationship with input pixels) with strict physical constraints. At the same time, it needs to be flexible to accommodate a variety of clothes and poses. Our key observation is that the vertices of standardized human meshes (such as SMPL) can provide an adequate density and approximate initial position for Gaussians. We can then train a transformer model to jointly predict comparatively small adjustments to these positions, as well as the other Gaussians' attributes and the SMPL parameters. We show empirically that this combination (using only multi-view supervision) can achieve fast inference of 3D human models from a single image without test-time optimization, expensive diffusion models, or 3D points supervision. We also show that it can improve 3D pose estimation by better fitting human models that account for clothes and other variations. The code is available on the project website https://abdullahamdi.com/gst/ .
DeFormer: Integrating Transformers with Deformable Models for 3D Shape Abstraction from a Single Image
Accurate 3D shape abstraction from a single 2D image is a long-standing problem in computer vision and graphics. By leveraging a set of primitives to represent the target shape, recent methods have achieved promising results. However, these methods either use a relatively large number of primitives or lack geometric flexibility due to the limited expressibility of the primitives. In this paper, we propose a novel bi-channel Transformer architecture, integrated with parameterized deformable models, termed DeFormer, to simultaneously estimate the global and local deformations of primitives. In this way, DeFormer can abstract complex object shapes while using a small number of primitives which offer a broader geometry coverage and finer details. Then, we introduce a force-driven dynamic fitting and a cycle-consistent re-projection loss to optimize the primitive parameters. Extensive experiments on ShapeNet across various settings show that DeFormer achieves better reconstruction accuracy over the state-of-the-art, and visualizes with consistent semantic correspondences for improved interpretability.
FashionComposer: Compositional Fashion Image Generation
We present FashionComposer for compositional fashion image generation. Unlike previous methods, FashionComposer is highly flexible. It takes multi-modal input (i.e., text prompt, parametric human model, garment image, and face image) and supports personalizing the appearance, pose, and figure of the human and assigning multiple garments in one pass. To achieve this, we first develop a universal framework capable of handling diverse input modalities. We construct scaled training data to enhance the model's robust compositional capabilities. To accommodate multiple reference images (garments and faces) seamlessly, we organize these references in a single image as an "asset library" and employ a reference UNet to extract appearance features. To inject the appearance features into the correct pixels in the generated result, we propose subject-binding attention. It binds the appearance features from different "assets" with the corresponding text features. In this way, the model could understand each asset according to their semantics, supporting arbitrary numbers and types of reference images. As a comprehensive solution, FashionComposer also supports many other applications like human album generation, diverse virtual try-on tasks, etc.
GALA: Generating Animatable Layered Assets from a Single Scan
We present GALA, a framework that takes as input a single-layer clothed 3D human mesh and decomposes it into complete multi-layered 3D assets. The outputs can then be combined with other assets to create novel clothed human avatars with any pose. Existing reconstruction approaches often treat clothed humans as a single-layer of geometry and overlook the inherent compositionality of humans with hairstyles, clothing, and accessories, thereby limiting the utility of the meshes for downstream applications. Decomposing a single-layer mesh into separate layers is a challenging task because it requires the synthesis of plausible geometry and texture for the severely occluded regions. Moreover, even with successful decomposition, meshes are not normalized in terms of poses and body shapes, failing coherent composition with novel identities and poses. To address these challenges, we propose to leverage the general knowledge of a pretrained 2D diffusion model as geometry and appearance prior for humans and other assets. We first separate the input mesh using the 3D surface segmentation extracted from multi-view 2D segmentations. Then we synthesize the missing geometry of different layers in both posed and canonical spaces using a novel pose-guided Score Distillation Sampling (SDS) loss. Once we complete inpainting high-fidelity 3D geometry, we also apply the same SDS loss to its texture to obtain the complete appearance including the initially occluded regions. Through a series of decomposition steps, we obtain multiple layers of 3D assets in a shared canonical space normalized in terms of poses and human shapes, hence supporting effortless composition to novel identities and reanimation with novel poses. Our experiments demonstrate the effectiveness of our approach for decomposition, canonicalization, and composition tasks compared to existing solutions.
DH-VTON: Deep Text-Driven Virtual Try-On via Hybrid Attention Learning
Virtual Try-ON (VTON) aims to synthesis specific person images dressed in given garments, which recently receives numerous attention in online shopping scenarios. Currently, the core challenges of the VTON task mainly lie in the fine-grained semantic extraction (i.e.,deep semantics) of the given reference garments during depth estimation and effective texture preservation when the garments are synthesized and warped onto human body. To cope with these issues, we propose DH-VTON, a deep text-driven virtual try-on model featuring a special hybrid attention learning strategy and deep garment semantic preservation module. By standing on the shoulder of a well-built pre-trained paint-by-example (abbr. PBE) approach, we present our DH-VTON pipeline in this work. Specifically, to extract the deep semantics of the garments, we first introduce InternViT-6B as fine-grained feature learner, which can be trained to align with the large-scale intrinsic knowledge with deep text semantics (e.g.,"neckline" or "girdle") to make up for the deficiency of the commonly adopted CLIP encoder. Based on this, to enhance the customized dressing abilities, we further introduce Garment-Feature ControlNet Plus (abbr. GFC+) module and propose to leverage a fresh hybrid attention strategy for training, which can adaptively integrate fine-grained characteristics of the garments into the different layers of the VTON model, so as to achieve multi-scale features preservation effects. Extensive experiments on several representative datasets demonstrate that our method outperforms previous diffusion-based and GAN-based approaches, showing competitive performance in preserving garment details and generating authentic human images.
IPVTON: Image-based 3D Virtual Try-on with Image Prompt Adapter
Given a pair of images depicting a person and a garment separately, image-based 3D virtual try-on methods aim to reconstruct a 3D human model that realistically portrays the person wearing the desired garment. In this paper, we present IPVTON, a novel image-based 3D virtual try-on framework. IPVTON employs score distillation sampling with image prompts to optimize a hybrid 3D human representation, integrating target garment features into diffusion priors through an image prompt adapter. To avoid interference with non-target areas, we leverage mask-guided image prompt embeddings to focus the image features on the try-on regions. Moreover, we impose geometric constraints on the 3D model with a pseudo silhouette generated by ControlNet, ensuring that the clothed 3D human model retains the shape of the source identity while accurately wearing the target garments. Extensive qualitative and quantitative experiments demonstrate that IPVTON outperforms previous methods in image-based 3D virtual try-on tasks, excelling in both geometry and texture.
VTON-IT: Virtual Try-On using Image Translation
Virtual Try-On (trying clothes virtually) is a promising application of the Generative Adversarial Network (GAN). However, it is an arduous task to transfer the desired clothing item onto the corresponding regions of a human body because of varying body size, pose, and occlusions like hair and overlapped clothes. In this paper, we try to produce photo-realistic translated images through semantic segmentation and a generative adversarial architecture-based image translation network. We present a novel image-based Virtual Try-On application VTON-IT that takes an RGB image, segments desired body part, and overlays target cloth over the segmented body region. Most state-of-the-art GAN-based Virtual Try-On applications produce unaligned pixelated synthesis images on real-life test images. However, our approach generates high-resolution natural images with detailed textures on such variant images.
Robotic Fabric Flattening with Wrinkle Direction Detection
Deformable Object Manipulation (DOM) is an important field of research as it contributes to practical tasks such as automatic cloth handling, cable routing, surgical operation, etc. Perception is considered one of the major challenges in DOM due to the complex dynamics and high degree of freedom of deformable objects. In this paper, we develop a novel image-processing algorithm based on Gabor filters to extract useful features from cloth, and based on this, devise a strategy for cloth flattening tasks. We evaluate the overall framework experimentally, and compare it with three human operators. The results show that our algorithm can determine the direction of wrinkles on the cloth accurately in the simulation as well as the real robot experiments. Besides, the robot executing the flattening tasks using the dewrinkling strategy given by our algorithm achieves satisfying performance compared to other baseline methods. The experiment video is available on https://sites.google.com/view/robotic-fabric-flattening/home
An elasticity-based mesh morphing technique with application to reduced-order modeling
The aim of this article is to introduce a new methodology for constructing morphings between shapes that have identical topology. This morphing is obtained by deforming a reference shape, through the resolution of a sequence of linear elasticity equations, onto the target shape. In particular, our approach does not assume any knowledge of a boundary parametrization. Furthermore, we demonstrate how constraints can be imposed on specific points, lines and surfaces in the reference domain to ensure alignment with their counterparts in the target domain after morphing. Additionally, we show how the proposed methodology can be integrated in an offline and online paradigm, which is useful in reduced-order modeling scenarii involving variable shapes. This framework facilitates the efficient computation of the morphings in various geometric configurations, thus improving the versatility and applicability of the approach. The methodology is illustrated on the regression problem of the drag and lift coefficients of airfoils of non-parameterized variable shapes.