๐Ÿ‘— Virtual Try-On Studio

Core Source Code & AR Fashion Technology Implementation

React 19 TypeScript WebGL AR/3D Processing

๐Ÿ” About This Code Showcase

This curated code snippet demonstrates how the Virtual Try-On Studio performs 3D body mapping, realistic fabric simulation, and seamless AR integration for immersive fashion experiences.

Full deployment scripts, API integrations, and proprietary details are omitted for clarity and security. This showcase highlights the core 3D rendering and virtual fitting algorithms.

๐ŸŽฏ Core Algorithm: 3D Body Mapping Engine

The foundation of the Virtual Try-On Studio is its ability to create accurate 3D body models from camera input, perform realistic garment fitting, and render natural-looking virtual try-on experiences:

๐Ÿ“„ body_mapping_engine.ts
import * as THREE from 'three'; import { MediaPipeHolistic } from '@mediapipe/holistic'; import { FabricPhysics } from './fabric-physics'; interface BodyMeasurements { chest: number; waist: number; hips: number; shoulders: number; inseam: number; armLength: number; bodyHeight: number; } class BodyMappingEngine { private scene: THREE.Scene; private camera: THREE.PerspectiveCamera; private renderer: THREE.WebGLRenderer; private bodyMesh: THREE.Mesh; private holistic: MediaPipeHolistic; // Standard body reference points for clothing fitting private bodyLandmarks = { shoulders: [11, 12], // Left and right shoulder indices chest: [11, 12, 23, 24], // Chest measurement points waist: [23, 24], // Hip landmarks for waist estimation hips: [23, 24], // Hip measurement points arms: [11, 13, 15, 17, 19], // Arm chain: shoulder to fingertips legs: [23, 25, 27, 29, 31] // Leg chain: hip to ankle }; // Garment categories with fitting parameters private garmentTypes = { shirt: { fitPoints: ['shoulders', 'chest', 'armLength'], allowance: { chest: 4, shoulders: 2, armLength: 1 } }, pants: { fitPoints: ['waist', 'hips', 'inseam'], allowance: { waist: 3, hips: 2, inseam: 0 } }, dress: { fitPoints: ['chest', 'waist', 'hips', 'bodyHeight'], allowance: { chest: 3, waist: 2, hips: 3, bodyHeight: 0 } } }; constructor(canvas: HTMLCanvasElement) { this.initializeThreeJS(canvas); this.initializeMediaPipe(); } async createBodyModel(videoFrame: HTMLVideoElement): Promise<BodyMeasurements> { """ Create accurate 3D body model from camera input. Analyzes pose landmarks and estimates body measurements for garment fitting. Args: videoFrame: Live video feed from user's camera Returns: Body measurements object with key dimensions """ // Step 1: Extract pose landmarks from video frame const poseResults = await this.holistic.send({ image: videoFrame }); if (!poseResults.poseLandmarks) { throw new Error('Unable to detect pose - please ensure full body is visible'); } // Step 2: Calculate real-world measurements from landmarks const measurements = this.calculateBodyMeasurements(poseResults.poseLandmarks); // Step 3: Generate 3D body mesh for virtual fitting const bodyMesh = this.generateBodyMesh(measurements, poseResults.poseLandmarks); // Step 4: Optimize mesh for clothing simulation const optimizedMesh = this.optimizeMeshForClothing(bodyMesh); // Step 5: Update 3D scene with new body model this.updateBodyMesh(optimizedMesh); return measurements; } private calculateBodyMeasurements(landmarks: any[]): BodyMeasurements { """ Calculate precise body measurements from pose landmarks. Uses anatomical proportions and depth estimation for accuracy. """ // Calculate shoulder width using landmark distance const leftShoulder = landmarks[this.bodyLandmarks.shoulders[0]]; const rightShoulder = landmarks[this.bodyLandmarks.shoulders[1]]; const shoulderWidth = this.calculateDistance3D(leftShoulder, rightShoulder); // Estimate chest circumference using shoulder width and anatomical ratios const chestCircumference = shoulderWidth * 2.1; // Average anatomical ratio // Calculate waist measurement using hip landmarks const leftHip = landmarks[this.bodyLandmarks.waist[0]]; const rightHip = landmarks[this.bodyLandmarks.waist[1]]; const hipWidth = this.calculateDistance3D(leftHip, rightHip); const waistCircumference = hipWidth * 1.8; // Waist typically smaller than hips // Calculate hip circumference const hipCircumference = hipWidth * 2.0; // Calculate arm length (shoulder to wrist) const leftWrist = landmarks[15]; // Left wrist landmark const armLength = this.calculateDistance3D(leftShoulder, leftWrist); // Calculate inseam (hip to ankle) const leftAnkle = landmarks[27]; // Left ankle landmark const inseam = this.calculateDistance3D(leftHip, leftAnkle) * 0.8; // Adjust for inseam vs outer leg // Calculate total body height const head = landmarks[0]; // Head top landmark const bodyHeight = this.calculateDistance3D(head, leftAnkle); return { chest: chestCircumference, waist: waistCircumference, hips: hipCircumference, shoulders: shoulderWidth, armLength: armLength, inseam: inseam, bodyHeight: bodyHeight }; } async fitGarment( garmentModel: THREE.Object3D, garmentType: string, bodyMeasurements: BodyMeasurements ): Promise<THREE.Object3D> { """ Fit virtual garment to user's body measurements. Applies realistic fabric physics and ensures proper sizing. """ // Get fitting parameters for garment type const fittingParams = this.garmentTypes[garmentType]; if (!fittingParams) { throw new Error(`Unknown garment type: ${garmentType}`); } // Step 1: Scale garment to body measurements const scaledGarment = this.scaleGarmentToBody(garmentModel, bodyMeasurements, fittingParams); // Step 2: Position garment on body model const positionedGarment = this.positionGarmentOnBody(scaledGarment, garmentType); // Step 3: Apply fabric physics simulation const physicsSim = new FabricPhysics(scaledGarment, this.bodyMesh); const simulatedGarment = await physicsSim.simulate(60); // 60 frames for stable simulation // Step 4: Add realistic fabric behavior (draping, wrinkles) const finalGarment = this.addFabricDetails(simulatedGarment, garmentType); // Step 5: Optimize for real-time rendering this.optimizeForRendering(finalGarment); return finalGarment; } private scaleGarmentToBody( garment: THREE.Object3D, measurements: BodyMeasurements, fittingParams: any ): THREE.Object3D { """ Scale garment geometry to match user's body measurements. Maintains garment proportions while ensuring proper fit. """ const scaledGarment = garment.clone(); // Calculate scaling factors for each dimension const scaleFactors = { x: 1.0, // Width scaling y: 1.0, // Height scaling z: 1.0 // Depth scaling }; // Adjust scaling based on fit points fittingParams.fitPoints.forEach(fitPoint => { switch (fitPoint) { case 'chest': const targetChest = measurements.chest + fittingParams.allowance.chest; scaleFactors.x = Math.max(scaleFactors.x, targetChest / 100); // Base size 100cm scaleFactors.z = Math.max(scaleFactors.z, targetChest / 100); break; case 'shoulders': const targetShoulders = measurements.shoulders + fittingParams.allowance.shoulders; scaleFactors.x = Math.max(scaleFactors.x, targetShoulders / 45); // Base shoulder width break; case 'bodyHeight': const targetHeight = measurements.bodyHeight + fittingParams.allowance.bodyHeight; scaleFactors.y = targetHeight / 170; // Base height 170cm break; case 'armLength': // Adjust sleeve length specifically const targetArmLength = measurements.armLength + fittingParams.allowance.armLength; this.adjustSleeveLength(scaledGarment, targetArmLength); break; } }); // Apply scaling to garment mesh scaledGarment.scale.set(scaleFactors.x, scaleFactors.y, scaleFactors.z); return scaledGarment; } private calculateDistance3D(point1: any, point2: any): number { """ Calculate 3D distance between two landmark points. Accounts for depth information from pose estimation. """ const dx = point2.x - point1.x; const dy = point2.y - point1.y; const dz = (point2.z || 0) - (point1.z || 0); // Handle 2D landmarks // Convert normalized coordinates to real-world measurements (cm) const distance = Math.sqrt(dx * dx + dy * dy + dz * dz); // Scale factor based on average human proportions const scaleFactor = 170; // Assumes 170cm average height return distance * scaleFactor; }

๐Ÿงต Advanced Fabric Simulation Engine

The fabric simulation system provides realistic cloth behavior, natural draping, and accurate material properties for immersive virtual try-on experiences:

๐Ÿ“„ fabric_physics_engine.ts
class FabricPhysics { private clothMesh: THREE.Mesh; private bodyMesh: THREE.Mesh; private constraints: Constraint[] = []; private particles: Particle[] = []; // Fabric material properties for realistic simulation private materialProperties = { cotton: { stiffness: 0.3, damping: 0.8, density: 1.5 }, silk: { stiffness: 0.1, damping: 0.9, density: 1.3 }, denim: { stiffness: 0.7, damping: 0.6, density: 1.8 }, leather: { stiffness: 0.9, damping: 0.4, density: 2.2 }, polyester: { stiffness: 0.4, damping: 0.7, density: 1.4 } }; constructor(clothMesh: THREE.Mesh, bodyMesh: THREE.Mesh) { this.clothMesh = clothMesh; this.bodyMesh = bodyMesh; this.initializePhysicsSystem(); } async simulate(frames: number, materialType: string = 'cotton'): Promise<THREE.Mesh> { """ Run fabric physics simulation for realistic cloth behavior. Simulates gravity, wind, collision with body, and material properties. Args: frames: Number of simulation steps for stability materialType: Fabric material affecting draping behavior Returns: Updated mesh with realistic fabric deformation """ const material = this.materialProperties[materialType] || this.materialProperties.cotton; // Initialize particle system from mesh vertices this.initializeParticles(material); // Create constraints for fabric integrity this.createFabricConstraints(); // Run physics simulation for (let frame = 0; frame < frames; frame++) { // Apply forces (gravity, wind, body interaction) this.applyForces(material); // Update particle positions this.updateParticles(material); // Satisfy constraints (maintain fabric structure) this.satisfyConstraints(); // Handle collision with body mesh this.handleBodyCollisions(); // Update mesh geometry with new particle positions if (frame % 5 === 0) { // Update mesh every 5 frames for performance this.updateMeshFromParticles(); } } // Final mesh update and smoothing this.updateMeshFromParticles(); this.smoothMeshSurface(); return this.clothMesh; } private initializeParticles(material: any): void { """ Convert mesh vertices to physics particles for simulation. Each vertex becomes a particle with mass and velocity. """ const geometry = this.clothMesh.geometry; const positions = geometry.attributes.position.array; this.particles = []; for (let i = 0; i < positions.length; i += 3) { const particle = new Particle( new THREE.Vector3(positions[i], positions[i + 1], positions[i + 2]), material.density ); // Pin certain particles (e.g., collar, shoulders) to body if (this.shouldPinParticle(particle.position)) { particle.pinned = true; } this.particles.push(particle); } } private applyForces(material: any): void { """ Apply physical forces to particles for realistic behavior. Includes gravity, air resistance, and fabric tension. """ const gravity = new THREE.Vector3(0, -9.81, 0); // Gravity force const wind = new THREE.Vector3(0.1, 0, 0.2); // Subtle wind effect this.particles.forEach(particle => { if (particle.pinned) return; // Skip pinned particles // Apply gravity based on particle mass const gravityForce = gravity.clone().multiplyScalar(particle.mass); particle.addForce(gravityForce); // Apply wind resistance const windResistance = wind.clone().multiplyScalar(0.01); particle.addForce(windResistance); // Apply damping to reduce oscillations const damping = particle.velocity.clone().multiplyScalar(-material.damping * 0.1); particle.addForce(damping); }); } private satisfyConstraints(): void { """ Maintain fabric structural integrity by satisfying distance constraints. Prevents fabric from stretching beyond realistic limits. """ // Multiple constraint satisfaction iterations for stability for (let iteration = 0; iteration < 3; iteration++) { this.constraints.forEach(constraint => { const p1 = this.particles[constraint.particle1Index]; const p2 = this.particles[constraint.particle2Index]; // Calculate current distance between particles const delta = p2.position.clone().sub(p1.position); const currentDistance = delta.length(); const difference = currentDistance - constraint.restLength; // Apply correction to maintain rest length if (Math.abs(difference) > 0.001) { // Threshold to avoid micro-adjustments const correction = delta.normalize().multiplyScalar(difference * 0.5); if (!p1.pinned) p1.position.add(correction); if (!p2.pinned) p2.position.sub(correction); } }); } } private handleBodyCollisions(): void { """ Handle collisions between fabric and body mesh. Prevents fabric from intersecting with the body model. """ const bodyBoundingBox = new THREE.Box3().setFromObject(this.bodyMesh); this.particles.forEach(particle => { if (particle.pinned) return; // Check if particle is inside body bounding box if (bodyBoundingBox.containsPoint(particle.position)) { // Find closest point on body surface const closestPoint = this.findClosestPointOnBody(particle.position); // Move particle to body surface with small offset const normal = particle.position.clone().sub(closestPoint).normalize(); const offset = normal.multiplyScalar(0.5); // 0.5cm offset from body particle.position.copy(closestPoint.add(offset)); particle.velocity.multiplyScalar(0.5); // Reduce velocity after collision } }); } private updateMeshFromParticles(): void { """ Update mesh geometry with new particle positions. Transfers physics simulation results back to visual mesh. """ const geometry = this.clothMesh.geometry; const positions = geometry.attributes.position.array; // Update vertex positions from particle positions for (let i = 0; i < this.particles.length; i++) { const particle = this.particles[i]; positions[i * 3] = particle.position.x; positions[i * 3 + 1] = particle.position.y; positions[i * 3 + 2] = particle.position.z; } // Mark geometry for update geometry.attributes.position.needsUpdate = true; // Recalculate normals for proper lighting geometry.computeVertexNormals(); } private shouldPinParticle(position: THREE.Vector3): boolean { """ Determine if a particle should be pinned to the body. Typically applies to collar, shoulder seams, and waistbands. """ // Pin particles near shoulder area (y > 1.4 and close to body center) if (position.y > 1.4 && Math.abs(position.x) < 0.3) { return true; } // Pin particles at collar level if (position.y > 1.6 && Math.abs(position.z) < 0.1) { return true; } return false; } } // Particle class for physics simulation class Particle { position: THREE.Vector3; oldPosition: THREE.Vector3; velocity: THREE.Vector3; force: THREE.Vector3; mass: number; pinned: boolean = false; constructor(position: THREE.Vector3, mass: number) { this.position = position.clone(); this.oldPosition = position.clone(); this.velocity = new THREE.Vector3(); this.force = new THREE.Vector3(); this.mass = mass; } addForce(force: THREE.Vector3): void { this.force.add(force); } update(damping: number): void { if (this.pinned) return; // Verlet integration for stable physics const acceleration = this.force.clone().divideScalar(this.mass); const newPosition = this.position.clone() .multiplyScalar(2) .sub(this.oldPosition) .add(acceleration.multiplyScalar(0.016 * 0.016)); // dt^2 for 60fps this.oldPosition.copy(this.position); this.position.copy(newPosition); this.force.set(0, 0, 0); // Reset forces } }

โš™๏ธ Technical Implementation Notes

Key Algorithms & Innovations

Why This Approach Works