VR-Together

VR-Together

VR-Together

Social VR experiences

Project Info

Start date:
October 2017

End date:
December 2020

Funding:
EU H2020

Coordinator:
Fundació i2CAT

Website:
http://vrtogether.eu/

Summary

VR-Together offers new ground-breaking virtual reality (VR) experiences based on social photorealistic immersive content. For this purpose, this project developed and assembled an end-to-end pipeline integrating state-of-the-art technologies and off-the-shelf components. The challenge of VR-Together was to create photorealistic truly social VR experiences in a cost effective manner. Immersive media production and delivery through innovative capture, encoding, delivery and rendering technologies. The project demonstrated the scalability of its approach for production and delivery of immersive content across 3 pilots. It introduced new methods for social VR evaluation and quantitative platform benchmarking for both live and interactive content production, thus providing production and delivery solutions with significant commercial value.

In this project, Artanim worked on content production for the 3 pilots combining VR and offline/real time motion capture and developed new tools for immersive media production. We also participated in the evaluation of the developed social VR experiences.

Partners

Fundació i2CAT (Spain)

Netherlands Organisation for Applied Scientific Research (The Netherlands)

Centrum Wiskunde & Informatica (The Netherlands)

Centre for Research & Technology Hellas (Greece)

Viaccess-Orca (France)

Entropy Studio (Spain)

Motion Spell (France)

Artanim

Related Publications

Galvan Debarba H, Montagud M, Chagué S, Lajara J, Lacosta I, Fernandez Langa S, Charbonnier C. Content Format and Quality of Experience in Virtual Reality, Multimed Tools Appl, 2022.
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Revilla A, Zamarvide S, Lacosta I, Perez F, Lajara J, Kevelham B, Juillard V, Rochat B, Drocco M, Devaud N, Barbeau O, Charbonnier C, de Lange P, Li J, Mei Y, Lawicka K, Jansen J, Reimat N, Subramanyam S, Cesar P. A Collaborative VR Murder Mystery using Photorealistic User Representations, Proc. IEEE Conf. on Virtual Reality and 3D User Interfaces (VRW 2021), IEEE, pp. 766, March 2021.
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Chatzitofis A, Saroglou L, Boutis P, Drakoulis P, Zioulis N, Subramanyam S, Kevelham B, Charbonnier C, Cesar P, Zarpalas D, Kollias S, Daras P. HUMAN4D: A Human-Centric Multimodal Dataset for Motions & Immersive Media, IEEE Access, 8:176241-176262, 2020.
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Galvan Debarba H, Chagué S, Charbonnier C. On the Plausibility of Virtual Body Animation Features in Virtual Reality, IEEE Trans Vis Comput Graph, In Press, 2020.
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De Simone F, Li J, Galvan Debarba H, El Ali A, Gunkel S, Cesar P. Watching videos together in social Virtual Reality: an experimental study on user’s QoE, Proc. 2019 IEEE Virtual Reality, IEEE Comput. Soc, March 2019.
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3D Proto

3D Proto

3D Proto

Sportswear garment prototyping

Project Info

Start date:
December 2015

End date:
December 2016

Funding:
Commission for Technology and Innovation (CTI)

Coordinator:
Geneva University of Art and Design (HEAD)

Summary

A sample model on a higher technological level, such as a precise virtual 3D prototype, contains innovative numerical fitting information (e.g., data about the areas of compression of a garment) that could improve the design and quality of the final sports garment and better satisfy the customer.

The aim of this research project was thus to reform existing garment prototyping processes for the active sportswear sector. The main focus was on the definition of accurate physical and mechanical high-tech sports fabric properties and on the use of virtual sports body animations to perform accurate simulation of sports garments.

In this project, Artanim was in charge of providing realistic body animations of different sports (alpine skiing, Nordic skiing, running and hiking). Moreover, Artanim worked on the development of software tools to improve the fabric measurements protocol by analyzing body motion and deformation.

Partners

Geneva University of Art and Design (HEAD)
Fabric measurements and garments 3D simulation

Artanim
Motion capture, body modeling and animation, development of body motion and garment deformation analysis software

Odlo International SA
Garments 3D design and industrial supervision

Fashioning Movement

Fashioning Movement

Fashioning Movement

Garment comfort visualization

Project Info

Start date:
November 2013

End date:
October 2015

Funding:
HES-SO

Coordinator:
Geneva University of Art and Design (HEAD)

Summary

Today, the complex sensations of comfort (interaction body – clothing, suitability of fabrics, etc.) are subjectively evaluated on a static body. The goal of this project was to provide new knowledge about garment comfort and fit taking into account the body movement. The comfort sensation was objectively measured with new 3D simulation tools on animated bodies, returning numerical fitting data.

Thus, with this research, new avenues can be opened up for the development of innovative applications of advanced garment design. In particular, new pattern making methods taking into account the body movement can be imagined, an aspect that current processes are not able to consider nor apply in clothing.

A pilot project was carried out within the framework of this research, watch the video here.

Partners

Geneva University of Art and Design (HEAD)
Garments 3D design and simulation

Artanim
Motion capture, body modeling and animation, development of garment deformation analysis software

With the collaboration of Odlo International SA, Salomon SA and the Swiss Federal Laboratories for Materials Science and Technology (EMPA)

Related Publications

Mert E, Psikuta A, Joshi A, Arevalo M, Charbonnier C, Luible-Bär C, Annaheim S, Rossi R. The distribution of air gap thickness and the contact area during Alpine skiing , Proc. of 9th Int. Conf. on 3D Body Scanning Technologies, Lugano, Switzerland, October 2018.
PDF

Mert E, Psikuta A, Arevalo M, Charbonnier C, Luible-Bär C, Bueno MA, Rossi R. A validation methodology and application of 3D garment simulation software to determine the distribution of air layers in garments during walking measurement, Measurement, 117:153-164, 2017.
PDF

Luible C, Charbonnier C. Fashioning Movement: a new approach to Fashion Design, In Unfrozen – Design Research Today, Edited by Swiss Design Network, Triest Verlag, 2017.
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Mert E, Psikuta A, Arevalo M, Charbonnier C, Luible C, Bueno MA, Rossi RM. Quantitative validation of 3D garment simulation software for determination of air gap thickness in lower body garments, IOP Conf. Series: Materials Science and Engineering, 254:2017.
PDF

Luible C, Charbonnier C. Fashioning Movement: a new approach to Fashion Design, Unfrozen Symposium, 1st SDN Design Research Winter Summit, Giessbach, Switzerland, January 2016.
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To Fit

To Fit

To Fit

A multi-scan solution

Project Info

Start date:
June 2014

End date:
April 2015

Funding:
To Fit Sàrl

Coordinator:
To Fit Sàrl

Summary

The goal of this project was to develop a solution that aimed at creating a full body avatar of the user by merging head and body scans from different scanning technologies. The first task of this project was to investigate and prototype a solution that provided good quality textured head scans using an affordable multi-cameras system. Capturing the head with sufficiently high fidelity is of great importance to provide a convincingly realistic representation of the user.

The second task was to merge the results of the head scanning with body scan data using template fitting. This process allows easy extraction of body measurements for further usage and automatic generation of an internal skeleton for animation.

Taylormatic

Taylormatic

Taylormatic

A multi-platform solution

Project Info

Start date:
December 2012

End date:
October 2014

Funding:
NoBrandSolution

Coordinator:
NoBrandSolution 

Summary

The goal of this project was to provide a multi-platform product presentation and customization solution. The Taylormatic platform allows designers and producers to present their customizable products in a virtual yet visually realistic manner to potential clients, allowing them to manufacture products as required. At the same time it provides users with the freedom to configure products to their liking, while presenting them with a visually convincing result.

As part of this project, we worked on the research and development of a Kinect-based gesture recognition solution, as well as a multi-Kinect body scanning solution. The body scanner allows for the accurate size-estimation of fully dressed customers, for products where a size recommendation needs to be made.

Taking into account the full 3D asset production pipeline from initial design to final 3D content, we furthermore designed and developed asset management plugins for Unity which allow for the management and export of 3D assets and their meta data. Based on this data, the applications we developed ranging from a full in-store virtual mirror to optimized iOS and Android solutions, can be fully customized to support a wide variety of product types and visual identities.

Partners

NoBrandSolution
Concept creation, commercialization, asset design and creation

Artanim
Body scanning solution, gesture recognition, application development and asset management