Having begun to emerge from 2005, fit technologies started to be widely reported from 2010,[1] but are now available from an increasing variety of providers[2] and are in use by a growing number of prominent retailers[3][4][5][6] in their webstores.
[7] Others still take a combination of both measurements and existing garments (aka biometric sizing) and yet others add in style preference-related questions.
[11] 3D fitting rooms use computer-generated 3D images to create an experience similar to that seen in virtual world computer games.
Sometimes the avatar may be personalised: racially, or by skin tone, or by application of pre-determined hair-styles, or even by uploading an image of a customer’s own face.
Using both photo and simple body measurements, the solution generates a 3D mannequin, which accurately visualizes customer in chosen apparel items.
Instead of photographing garments on people similar to customer’s shape and size, images are made using shape-shifting, robotic mannequins.
In the final version, the mannequin is edited out from the photography and replaced with a virtual avatar, which can be changed to reflect the brand involved.
Most augmented reality virtual dressing room solutions work by superimposing the 3D model or picture of a garment or accessory within the live video feed of the customer.
Another example of augmented reality utilized for virtual dressing rooms includes use of a 3D camera to manipulate areas of a garment or accessory within a display.
Image interactivity technology is applied in virtual fitting room, which allowing people have good feedback and experience through visual cues.