 Valentina, and for those of you who don't know, is an open source fashion design software. We think that there's a lot of room for change in this industry. It's not an open industry. It's the second biggest industry on the planet. It's $1.2 trillion USD a year. It's also the second biggest polluter on the planet, and the biggest user of child and indentured servant and slave labor. More so than the mining industry. It's really awful. So it's the richest, but it also is built upon the backs of slaves. This is a horrible thing. In making change in this industry, by implementing a few, by starting at the beginning of the design process, we think we can build a new suite of tools that can change everything here. We're replacing the old Victorian assumptions about body proportions with actual body measurements, so that patterns that fit an Italian will also fit someone from Korea, because body measurements, body proportions are not the same things. And most of our patterns in our current technology are based on assumptions that were made over 100 years ago about how we're shaped, or how we should be shaped. We're also replacing expensive tools and these proprietary interoperable data formats with open source code and open data formats. We want to introduce collaborative design. This industry is fraught with secrecy. It's unnecessary, and it wastes a lot of time, it's inefficient. It also keeps people from entering into the industry that could otherwise make a decent living. So it's artificial barriers to entry. And another thing, this small batch manufacturing and batch size equals one is where we want to go. That's what we're trying to empower. We're making that profitable. Right now the current average minimum sizes for an order of a single shirt in a given fabric is between 5,000 and 10,000 units. That's average. There are 500 million garments made every year. This is a tremendous wasteful industry. So we have Valentina and we've come up with this. Ramon has come up with a beautiful approach to this problem. But what is it actually doing? What we're doing is we're taking body measurements plus math formulas that we've been able to express, that can be expressed at the level of 10th grade algebra and trigonometry. If you want to do it on paper, you can do it with that level of math. Body measurements plus this math together can make a pattern that fits precisely you. So there's a lot of less ways. If every garment that was ordered has a customer attached to it beforehand, think how much waste doesn't occur. Just in terms of textile, it's throwing textiles away. 15% of fabric waste occurs whenever a garment is cut out. So if that garment never sells and it just gets passed along and passed along to the resale trade until it winds up as a rag and then is used as the last time and then gets put into a dump, think of how much waste we can prevent. So anyway, we have Valentina. Hopefully, is this going to show? All right. I may not be able to show you how Valentina works because it's not cycling to my window of my Valentina software. That's fine. We'll skip that. And I can give you a demonstration later if you wish. You can just come ask. So where are we? How does Valentina work? We have sort of a draw mode where you create your formulas and draw your lines and each line is a result of a beginning line, a formula, and an end line. And the formula can use body measurements. Absolute measurements. Use percentages. Use angles. It's really, really a very creative process. So what we're doing next is we're trying to engage the community. So we're updating the website. The guys from fabricators. I don't know if any of you know John Phillips from the Creative Commons background. Anyway, he and his team are helping us with the website to update our current Valentina website. We are also, Ramon and I are creating opportunities for people to contribute to make documentation and translations. We're also creating a place so that we can truly implement shareism in this industry so that just like open clip art, you can download a pattern, copy, remix, make your changes, put it back up for the next person in the ecosystem to pick up and make their changes because fashion has always been copy remix. Like I said, people try to copyright, but their work is always built on the shoulders of others, the body of work that's gone before. It's not, no one can do this in an independent vacuum. So we're all copying from each other and it's a great thing and it always changes all the time. So next, and this is where I want some of my team to come up and talk, Nico and Jonas and Ramon if you'd like to come up as well and Valentina. We are implementing 3D features because we recognize that the methodology that we use to make a real physical product can also be used to expand the offerings in 3D resources. Right now there's a scarcity for 3D garments. If you want to make a 3D garment, you're still kind of tugging at the points to make it fit your avatar character. Today you generate a pattern for your avatar for your game character and it already fits. You don't have to tug it. And you can have access to complex patterns. You don't have to worry about the space between your texture and your... So Jonas is a lead developer with Make Human. Nico is with the CNR ETA in PISA, the University of PISA Virtual Computing Lab. We have a lot of contributions for this segment of this project. Okay, you can go on. So hi everyone. As Susan already mentioned, I'm Jonas Hockier. I'm currently the lead developer at Make Human. Some of you might already know our software. So what do we do? We create 3D humans. We do this in a parametric fashion. We have one single 3D base mesh that we deform into... We can deform it into almost any possible human realistic shape. This has great advantages for what we want to do because this base mesh will always be the same. Next slide. So this is an example of some of the different body proportions that we are able to do. The power of Make Human lies in the fact that we can do all of this with just one single base mesh, as is illustrated here. Now for clothes making, for measuring, this has big advantages because once you have defined what you want to measure, for example, you take the measurement from this point to this point, you measure this line. You can reuse this for any type of body. This is where Make Human and Valentina can cooperate and help make... Yeah, what we are actually intending to do is you input your body measurements and we try to create a 3D human that fits your sizes. This is a new challenge. Up till now we used the parameters that Make Human is using. Perhaps I can show a demo of this. Let's hope this works. Okay, we don't have any... It's a cool video, you can believe it. Yeah, okay. You know, Sunday at 10 we have a hackathon and then if you're interested I can show you more details in the video then. So what we do now is we have... The parameters we use are not fit for clothing designers. So the challenge we face now is to find out a system to go from tailor measurements to and find a combination of Make Human parameters that will fit those measurements to be able to create a virtual avatar with your measurements. Okay, so... Can I come back to the presentation? So, I'm Nico Petroni from the National Research Council of Italy. So I'm working mainly on geometry processing. So what we've shown here is a model with a lot of semantic information. As you can see here, it's not just a 3D model. It's a parametric model with a lot of information. So you can actually see how this mesh is well-structured. It's not just a geometry. It's a set of quads which are aligned with fishers which are aligned with corvettes. It's perfect for a lot of applications, not just rendering, gaming. It's also perfect as a parametric model. So what he said before is that you can change measurements and then you can adapt this shape parametrically because the human body is more or less the same and it obeys some kind of proportion. So this is the ideal world. But what happens if you want to acquire something from real world and try to transform in this kind of parametric? Because once you have this, so then the passage to Valentina, it's easy because then you have this proportion implicitly in the model. This is a parametric model. You can estimate easily. But you have to get this kind of information from a real acquired body, like your body. So and this is where it comes some part of the challenges and this is a very hot topic in graphics which is actually how you try to change something that you acquire from some kind of input device and something that you can actually use on a game or any kind of modeling environment in a cult system or stuff like that. Something that is more structured and full of information. Why? Because if you see there is a lot of input device like on the market, not just 3D scanning but also something which is very, very cheap and available for all the people. Like this Tango project from Google or Kinetic's box. It's kind of like devices that produce what we call range scan. You know what is a range scan? Yeah, maybe yes. It's just an image with depth, right? And what you get when you're trying to process this kind of image is a set of unorganized point. So it's something which is unorganized and even if it appears nice it's not actually a model that he's shown before. It's not something very structured. So this is the main difference. Of course we don't want to put T-shirts on a dinosaur, right? So this is just an example. But as you can see it's like when a modeler, when an artist create a model it put all this sematical information on the object. It's well structured. You can see all the different patterns. Well, if you acquire something with a scanning you get something totally unstructured. And also you actually want to have something like that like a mesh with parameters. So this is the gap. So we want to transform something that you acquire in something more structured. And this involves like no rigid alignment and a lot of research topics. And to go on I will... You can continue on explaining the whole workflow. Okay. In this sense, thanks. All right. This sort of shows the segments of the workflow very basic. Select your data source, whether it's from your Valentina measurements that you've taken with a tape measure or you imported 3D body scan. It's unorganized as we had. Or import a 3D character that already has that mesh that meets the qualifications for meshes in another environment. You pull them into our new workflow and it will create an avatar that has edge loops and all the things that's necessary to match up the measurements that you use for pattern making which are not necessarily the measurements that have been used to create an avatar. So this is really a new approach. So we have a new set of parameters to create this avatar that's specifically designed to enable clothing generating. Then you select your design in Valentina and you can export it as a 3D pattern format, import it into a blender or a blender-like environment and stitch the pattern around the avatar because it already fits the avatar. You don't have to tag it, it's already done. I'm showing what the contributions are from team members for each of these things. Make Human and the University of Pisa for the character generation and mesh. Blender, developers and all three groups are for this final environment. Then at the end of the pipeline, this workflow, I just wanted to show you that if you select a single pattern, you can have a 3D output and you export your 3D character, export 3D clothing, but you can also go to the 2D route, generate a 2D pattern, print it, save it as a PDF to maybe sell to people, print it as an SVG to save and share to others, send it to a cutting table and have fabric automatically cut for you and sewn so you have a real garment here. So there is the same pattern. So theoretically, you could wear the same thing that your avatar is wearing in Warcraft. I just think it's awesome. So we have opportunities for 2D development. Ramon, did you want to talk about this or do you want me to talk about it? Okay, I'm sorry. I'll go ahead and do it. We have some issues with file formats and file format definitions exporting to different things. We have new tools that need to be developed. Of course, we have a set of tools that are very similar, so we need people to contribute and I think the bar is not out of your reach if you'd like to be a contributor. We have 3D contributor opportunities. Did you want to talk about that real quick? Okay. 3D reconstruction, basically implementing the things that these gentlemen talked about earlier, Jonas and Nico. So we really could use some more team members. And our roadmap is, I think we're giving ourselves 12 months to develop the new 3D tools and hopefully we can hit that mark. So we're online at valentina-project.org and please contact us if you'd like to contribute.