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conclusion.tex
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\section{Conclusion}
We have presented a system that allows an animator to create motions of
people that are dressing. By providing reference motion and an action
sequence, an animator has a fine degree of control over the method and the
style that a character uses to put on a garment. We have demonstrated the
use of our system in creating a variety of dressing animations, including
putting on a jacket, a vest, pants while sitting, pants while standing,
and assistance in putting on a robe. The key to our dressing system is
path planning: visibility feedback for end effector alignment with cloth
features, and limb motion planning to avoid body self-collisions.
% They key technical aspects of our system are collision-free
% inverse kinematics, path planning for limbs, and end effector path
% planning using visibility feedback from the cloth. \karen{Probably
% want to revise the last sentence according to our recent discussion.}
There are several avenues for future work on animated dressing. One
possibility is to incorporate dexterous manipulation of the cloth with our
current system. Such an augmented system would allow a hand to properly
grip a sleeve, instead of ``gluing'' the hand to a portion of the cloth as
we currently do. Another important aspect of dexterous manipulation that
we have not explored is the use of hands in fastening the garments, as is
needed to use buttons, zippers and laces. As suggested in the Limitations
section, we might want a system that can figure out a high level dressing
strategy for a newly presented garment. Such a system would likely need
to do some form of search across a variety of possible dressing
strategies. There are potential improvements to cloth simulation that
could lead to higher quality dressing animation. Current cloth simulators
do not handle multiple layers of cloth well, such as putting on a jacket
over a shirt. The ability to handle tight contact between cloth and
the human figure would also increase the range of possible dressing
simulations.