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Computer facial animation is primarily an area of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a
human Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are Hominidae, great apes characterized by their Prehistory of nakedness and clothing ...
, a humanoid, an
animal Animals are multicellular, eukaryotic organisms in the Biology, biological Kingdom (biology), kingdom Animalia (). With few exceptions, animals heterotroph, consume organic material, Cellular respiration#Aerobic respiration, breathe oxygen, ...
, a
legendary creature A legendary creature is a type of extraordinary or supernatural being that is described in folklore (including myths and legends), and may be featured in historical accounts before modernity, but has not been scientifically shown to exist. In t ...
or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from
psychology Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ...
to traditional
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and
software Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital comput ...
have caused considerable scientific, technological, and artistic interests in computer facial animation. Although development of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s. The body of work around computer facial animation can be divided into two main areas: techniques to generate animation data, and methods to apply such data to a character. Techniques such as
motion capture Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...
and keyframing belong to the first group, while morph targets animation (more commonly known as blendshape animation) and
skeletal animation Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set ...
belong to the second. Facial animation has become well-known and popular through animated feature
film A film, also known as a movie or motion picture, is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, emotions, or atmosphere through the use of moving images that are generally, sinc ...
s and
computer games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
but its applications include many more areas such as
communication Communication is commonly defined as the transmission of information. Its precise definition is disputed and there are disagreements about whether Intention, unintentional or failed transmissions are included and whether communication not onl ...
,
education Education is the transmission of knowledge and skills and the development of character traits. Formal education occurs within a structured institutional framework, such as public schools, following a curriculum. Non-formal education als ...
, scientific
simulation A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
, and
agent Agent may refer to: Espionage, investigation, and law *, spies or intelligence officers * Law of agency, laws involving a person authorized to act on behalf of another ** Agent of record, a person with a contractual agreement with an insuran ...
-based systems (for example online customer service representatives). With the recent advancements in computational power in personal and
mobile devices A mobile device or handheld device is a computer small enough to hold and operate in hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices, such as a touchscreen or keypad. Mod ...
, facial animation has transitioned from appearing in pre-rendered content to being created at runtime.


History

Human
facial expression Facial expression is the motion and positioning of the muscles beneath the skin of the face. These movements convey the emotional state of an individual to observers and are a form of nonverbal communication. They are a primary means of conveying ...
has been the subject of scientific investigation for more than one hundred years. Study of facial movements and expressions started from a biological point of view. After some older investigations, for example by
John Bulwer John Bulwer (baptised 16 May 1606 – buried 16 October 1656) was an English people, English physician and early Baconian method, Baconian natural philosopher who wrote five works exploring the Body and human communication, particularly by gest ...
in the late 1640s,
Charles Darwin Charles Robert Darwin ( ; 12 February 1809 – 19 April 1882) was an English Natural history#Before 1900, naturalist, geologist, and biologist, widely known for his contributions to evolutionary biology. His proposition that all speci ...
's book ''The Expression of the Emotions in Men and Animals'' can be considered a major departure for modern research in behavioural
biology Biology is the scientific study of life and living organisms. It is a broad natural science that encompasses a wide range of fields and unifying principles that explain the structure, function, growth, History of life, origin, evolution, and ...
. Computer based facial expression modelling and
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
is not a new endeavour. The earliest work with computer based facial representation was done in the early-1970s. The first three-dimensional facial animation was created by Parke in 1972. In 1973, Gillenson developed an interactive system to assemble and edit line drawn facial images. in 1974, Parke developed a parameterized three-dimensional facial model. One of the most important attempts to describe facial movements was Facial Action Coding System (FACS). Originally developed by Carl-Herman Hjortsjö in the 1960s and updated by
Ekman Ekman is a Swedish surname. Notable people with the surname include: *Carl Gustaf Ekman (1872–1945), Swedish politician *Carl Daniel Ekman (1845–1904), Swedish chemical engineer *Elisabeth Ekman (1862–1936), Swedish botanist *Erik Leonard Ekm ...
and Friesen in 1978, FACS defines 46 basic facial Action Units (AUs). A major group of these Action Units represent primitive movements of facial muscles in actions such as raising brows, winking, and talking. Eight AU's are for rigid three-dimensional head movements, (i.e. turning and tilting left and right and going up, down, forward and backward). FACS has been successfully used for describing desired movements of synthetic faces and also in tracking facial activities. The early-1980s saw the development of the first physically based muscle-controlled face model by Platt and the development of techniques for facial caricatures by Brennan. In 1985, the animated short film '' Tony de Peltrie'' was a landmark for facial animation. This marked the first time computer facial expression and speech animation were a fundamental part of telling the story. The late-1980s saw the development of a new muscle-based model by Waters, the development of an abstract muscle action model by Magnenat-Thalmann and colleagues, and approaches to automatic speech synchronization by Lewis and Hill. The 1990s have seen increasing activity in the development of facial animation techniques and the use of computer facial animation as a key storytelling component as illustrated in animated films such as ''
Toy Story ''Toy Story'' is a 1995 American animated adventure comedy film produced by Pixar Animation Studios for Walt Disney Pictures. It is the first installment in the Toy Story (franchise), ''Toy Story'' franchise and the Firsts in animation, firs ...
'' (1995), ''
Antz ''Antz'' is a 1998 American animated adventure comedy film directed by Eric Darnell and Tim Johnson from a screenplay written by Todd Alcott and the writing team of Chris and Paul Weitz. It was produced by DreamWorks Pictures, DreamWorks An ...
'' (1998), ''
Shrek ''Shrek'' is a 2001 American animated fantasy comedy film directed by Andrew Adamson and Vicky Jenson, and written by Ted Elliott, Terry Rossio, Joe Stillman, and Roger S. H. Schulman, loosely based on the 1990 children's picture boo ...
'', and '' Monsters, Inc.'' (both 2001), and
computer games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
such as '' Sims''. '' Casper'' (1995), a milestone in this decade, was the first movie in which a lead actor was produced exclusively using digital facial animation. The sophistication of the films increased after 2000. In ''
The Matrix Reloaded ''The Matrix Reloaded'' is a 2003 American science fiction action film written and directed by the Wachowskis. It is the sequel to ''The Matrix'' (1999) and the second installment in the ''Matrix'' film series. The film stars Keanu Reeves, L ...
'' and ''
The Matrix Revolutions ''The Matrix Revolutions'' is a 2003 American science fiction action film written and directed by the Wachowskis. The direct sequel to ''The Matrix Reloaded,'' it is the third installment in ''The Matrix'' film series, released six months foll ...
'', dense
optical flow Optical flow or optic flow is the pattern of apparent motion of objects, surfaces, and edges in a visual scene caused by the relative motion between an observer and a scene. Optical flow can also be defined as the distribution of apparent velocit ...
from several high-definition cameras was used to capture realistic facial movement at every point on the face. '' Polar Express (film)'' used a large Vicon system to capture upward of 150 points. Although these systems are automated, a large amount of manual clean-up effort is still needed to make the data usable. Another milestone in facial animation was reached by ''
The Lord of the Rings ''The Lord of the Rings'' is an Epic (genre), epic high fantasy novel written by English author and scholar J. R. R. Tolkien. Set in Middle-earth, the story began as a sequel to Tolkien's 1937 children's book ''The Hobbit'' but eventually d ...
'', where a character specific shape base system was developed. Mark Sagar pioneered the use of FACS in entertainment facial animation, and FACS based systems developed by Sagar were used on '' Monster House'', ''
King Kong King Kong, also referred to simply as Kong, is a fictional giant monster resembling a gorilla, who has appeared in various media since 1933. The character has since become an international pop culture icon,Erb, Cynthia, 1998, ''Tracking Kin ...
'', and other films.


Techniques


Generating facial animation data

The generation of facial animation data can be approached in different ways: 1.) marker-based motion capture on points or marks on the face of a performer, 2.) markerless motion capture techniques using different type of cameras, 3.) audio-driven techniques, and 4.)
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
animation. *
Motion capture Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...
uses cameras placed around a subject. The subject is generally fitted either with reflectors (passive motion capture) or sources (active motion capture) that precisely determine the subject's position in space. The data recorded by the cameras is then digitized and converted into a three-dimensional computer model of the subject. Until recently, the size of the detectors/sources used by motion capture systems made the technology inappropriate for facial capture. However, miniaturization and other advancements have made motion capture a viable tool for computer facial animation. Facial motion capture was used extensively in Polar Express by Imageworks where hundreds of motion points were captured. This film was very accomplished and while it attempted to recreate realism, it was criticized for having fallen in the '
uncanny valley The effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object. The uncanny valley hypothesis predicts that an entity appearing almost huma ...
', the realm where animation realism is sufficient for human recognition and to convey the emotional message but where the characters fail to be perceived as realistic. The main difficulties of motion capture are the quality of the data which may include vibration as well as the retargeting of the geometry of the points. * Markerless motion capture aims at simplifying the motion capture process by avoiding encumbering the performer with markers. Several techniques came out recently leveraging different sensors, among which standard video cameras, Kinect and depth sensors or other structured-light based devices. Systems based on structured light may achieve real-time performance without the use of any markers using a high speed structured light scanner. The system is based on a robust offline face tracking stage which trains the system with different facial expressions. The matched sequences are used to build a person-specific linear face model that is subsequently used for online face tracking and expression transfer. * Audio-driven techniques are particularly well fitted for speech animation. Speech is usually treated in a different way to the animation of facial expressions, this is because simple
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
-based approaches to animation typically provide a poor approximation to real speech dynamics. Often visemes are used to represent the key poses in observed speech (i.e. the position of the lips, jaw and tongue when producing a particular
phoneme A phoneme () is any set of similar Phone (phonetics), speech sounds that are perceptually regarded by the speakers of a language as a single basic sound—a smallest possible Phonetics, phonetic unit—that helps distinguish one word fr ...
), however there is a great deal of variation in the realisation of visemes during the production of natural speech. The source of this variation is termed
coarticulation Coarticulation in its general sense refers to a situation in which a conceptually isolated speech sound is influenced by, and becomes more like, a preceding or following speech sound. There are two types of coarticulation: ''anticipatory coarticul ...
which is the influence of surrounding visemes upon the current viseme (i.e. the effect of context). To account for coarticulation current systems either explicitly take into account context when blending viseme keyframes or use longer units such as diphone, triphone,
syllable A syllable is a basic unit of organization within a sequence of speech sounds, such as within a word, typically defined by linguists as a ''nucleus'' (most often a vowel) with optional sounds before or after that nucleus (''margins'', which are ...
or even
word A word is a basic element of language that carries semantics, meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no consensus among linguist ...
and sentence-length units. One of the most common approaches to speech animation is the use of dominance functions introduced by Cohen and Massaro. Each dominance function represents the influence over time that a viseme has on a speech utterance. Typically the influence will be greatest at the center of the viseme and will degrade with distance from the viseme center. Dominance functions are blended together to generate a speech trajectory in much the same way that spline basis functions are blended together to generate a curve. The shape of each dominance function will be different according to both which viseme it represents and what aspect of the face is being controlled (e.g. lip width, jaw rotation etc.). This approach to computer-generated speech animation can be seen in the Baldi talking head. Other models of speech use basis units which include context (e.g. diphones, triphones etc.) instead of visemes. As the basis units already incorporate the variation of each viseme according to context and to some degree the dynamics of each viseme, no model of
coarticulation Coarticulation in its general sense refers to a situation in which a conceptually isolated speech sound is influenced by, and becomes more like, a preceding or following speech sound. There are two types of coarticulation: ''anticipatory coarticul ...
is required. Speech is simply generated by selecting appropriate units from a database and blending the units together. This is similar to concatenative techniques in audio
speech synthesis Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal langua ...
. The disadvantage to these models is that a large amount of captured data is required to produce natural results, and whilst longer units produce more natural results the size of database required expands with the average length of each unit. Finally, some models directly generate speech animations from audio. These systems typically use
hidden Markov model A hidden Markov model (HMM) is a Markov model in which the observations are dependent on a latent (or ''hidden'') Markov process (referred to as X). An HMM requires that there be an observable process Y whose outcomes depend on the outcomes of X ...
s or
neural net In machine learning, a neural network (also artificial neural network or neural net, abbreviated ANN or NN) is a computational model inspired by the structure and functions of biological neural networks. A neural network consists of connected ...
s to transform audio parameters into a stream of control parameters for a facial model. The advantage of this method is the capability of voice context handling, the natural rhythm, tempo, emotional and dynamics handling without complex approximation algorithms. The training database is not needed to be labeled since there are no phonemes or visemes needed; the only needed data is the voice and the animation parameters. *
Keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
animation is the least automated of the processes to create animation data although it delivers the maximum amount of control over the animation. It is often used in combination with other techniques to deliver the final polish to the animation. The
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
data can be made of scalar values defining the morph targets coefficients or rotation and translation values of the bones in models with a bone based rig. Often to speed up the
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
animation process a control rig is used by the animation. The control rig represents a higher level of abstraction that can act on multiple morph targets coefficients or bones at the same time. For example, a "smile" control can act simultaneously on the mouth shape curving up and the eyes squinting.


Applying facial animation to a character

The main techniques used to apply facial animation to a character are: 1.) morph targets animation, 2.) bone driven animation, 3.) texture-based animation (2D or 3D), and 4.)
physiological Physiology (; ) is the science, scientific study of function (biology), functions and mechanism (biology), mechanisms in a life, living system. As a branches of science, subdiscipline of biology, physiology focuses on how organisms, organ syst ...
models. * Morph targets (also called "blendshapes") based systems offer a fast playback as well as a high degree of fidelity of expressions. The technique involves modeling portions of the face mesh to approximate expressions and visemes and then blending the different sub meshes, known as morph targets or blendshapes. Perhaps the most accomplished character using this technique was Gollum, from ''The Lord of the Rings''. Drawbacks of this technique are that they involve intensive manual labor and are specific to each character. Recently, new concepts in 3D modeling have started to emerge. Recently, a new technology departing from the traditional techniques starts to emerge, such as Curve Controlled Modeling that emphasizes the modeling of the movement of a 3D object instead of the traditional modeling of the static shape. * Bone driven animation is very broadly used in games. The bones setup can vary between few bones to close to a hundred to allow all subtle facial expressions. The main advantages of bone driven animation is that the same animation can be used for different characters as long as the morphology of their faces is similar, and secondly they do not require loading in memory all the Morph targets data. Bone driven animation is most widely supported by 3D game engines. Bone driven animation can be used for both 2D and 3D animation. For example, it is possible to rig and animate using bones a 2D character using
Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) is a mostly discontinuedAlthough it is discontinued by Adobe Inc., for the Chinese market it is developed by Zhongcheng and for the international enterprise market it is developed by Ha ...
. * Texture-based animation uses pixel color to create the animation on the character face. 2D facial animation is commonly based upon the transformation of images, including both images from still photography and sequences of video. Image
morphing Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Si ...
is a technique which allows in-between transitional images to be generated between a pair of target still images or between frames from sequences of video. These
morphing Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Si ...
techniques usually consist of a combination of a geometric deformation technique, which aligns the target images, and a cross-fade which creates the smooth transition in the image texture. An early example of image
morphing Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Si ...
can be seen in
Michael Jackson Michael Joseph Jackson (August 29, 1958 – June 25, 2009) was an American singer, songwriter, dancer, and philanthropist. Dubbed the "King of Pop", he is regarded as Cultural impact of Michael Jackson, one of the most culturally significan ...
's video for "Black Or White". In 3D animation texture based animation can be achieved by animating the texture itself or the UV mapping. In the latter case a texture map of all the facial expression is created and the UV map animation is used to transition from one expression to the next. *
Physiological Physiology (; ) is the science, scientific study of function (biology), functions and mechanism (biology), mechanisms in a life, living system. As a branches of science, subdiscipline of biology, physiology focuses on how organisms, organ syst ...
models, such as skeletal muscle systems and physically based head models, form another approach in modeling the
head A head is the part of an organism which usually includes the ears, brain, forehead, cheeks, chin, eyes, nose, and mouth, each of which aid in various sensory functions such as sight, hearing, smell, and taste. Some very simple ani ...
and
face The face is the front of the head that features the eyes, nose and mouth, and through which animals express many of their emotions. The face is crucial for human identity, and damage such as scarring or developmental deformities may affect th ...
. Here, the physical and
anatomical Anatomy () is the branch of morphology concerned with the study of the internal structure of organisms and their parts. Anatomy is a branch of natural science that deals with the structural organization of living things. It is an old scien ...
characteristics of
bone A bone is a rigid organ that constitutes part of the skeleton in most vertebrate animals. Bones protect the various other organs of the body, produce red and white blood cells, store minerals, provide structure and support for the body, ...
s, tissues, and
skin Skin is the layer of usually soft, flexible outer tissue covering the body of a vertebrate animal, with three main functions: protection, regulation, and sensation. Other animal coverings, such as the arthropod exoskeleton, have different ...
are simulated to provide a realistic appearance (e.g. spring-like elasticity). Such methods can be very powerful for creating realism but the complexity of facial structures make them computationally expensive, and difficult to create. Considering the effectiveness of parameterized models for communicative purposes (as explained in the next section), it may be argued that physically based models are not a very efficient choice in many applications. This does not deny the advantages of physically based models and the fact that they can even be used within the context of parameterized models to provide local details when needed.


Face animation languages

Many face animation languages are used to describe the content of facial animation. They can be input to a compatible "player"
software Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital comput ...
which then creates the requested actions. Face animation languages are closely related to other
multimedia Multimedia is a form of communication that uses a combination of different content forms, such as Text (literary theory), writing, Sound, audio, images, animations, or video, into a single presentation. T ...
presentation languages such as SMIL and VRML. Due to the popularity and effectiveness of
XML Extensible Markup Language (XML) is a markup language and file format for storing, transmitting, and reconstructing data. It defines a set of rules for encoding electronic document, documents in a format that is both human-readable and Machine-r ...
as a data representation mechanism, most face animation languages are XML-based. For instance, this is a sample from Virtual Human Markup Language (VHML): First I speak with an angry voice and look very angry, but suddenly I change to look more surprised. More advanced languages allow decision-making, event handling, and parallel and sequential actions. The ''Face Modeling Language'' (FML) is an
XML Extensible Markup Language (XML) is a markup language and file format for storing, transmitting, and reconstructing data. It defines a set of rules for encoding electronic document, documents in a format that is both human-readable and Machine-r ...
-based language for describing face
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
. FML supports
MPEG-4 MPEG-4 is a group of international standards for the compression of digital audio and visual data, multimedia systems, and file storage formats. It was originally introduced in late 1998 as a group of audio and video coding formats and related ...
Face Animation Parameters (FAPS), decision-making and dynamic
event handling In computing, an event is a detectable occurrence or change in the system's state, such as user input, hardware interrupts, system notifications, or changes in data or conditions, that the system is designed to monitor. Events trigger responses or ...
, and typical programming constructs such as loops. It is part of the system. The following is an example from FML:


See also

*
Animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
*
Caricature A caricature is a rendered image showing the features of its subject in a simplified or exaggerated way through sketching, pencil strokes, or other artistic drawings (compare to: cartoon). Caricatures can be either insulting or complimentary, ...
*
Computer animation Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtu ...
*
Computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
* Deepfake *
Facial expression Facial expression is the motion and positioning of the muscles beneath the skin of the face. These movements convey the emotional state of an individual to observers and are a form of nonverbal communication. They are a primary means of conveying ...
* Facial motion capture * Interactive online characters *
Morphing Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Si ...
*
Parametric surface A parametric surface is a surface in the Euclidean space \R^3 which is defined by a parametric equation with two parameters Parametric representation is a very general way to specify a surface, as well as implicit representation. Surfaces that oc ...
*
Texture mapping Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut ap ...


References


Further reading

* ''Computer Facial Animation'' by Frederic I. Parke, Keith Waters 2008 * ''Data-driven 3D facial animation'' by Zhigang Deng, Ulrich Neumann 2007 * ''Handbook of Virtual Humans'' by Nadia Magnenat-Thalmann and Daniel Thalmann, 2004 *


External links


Face/Off: Live Facial Puppetry - Realtime markerless facial animation technology developed at ETH ZurichThe "Artificial Actors" Project - Institute of AnimationiFACEAnimated Baldi
* download o
Carl-Herman Hjortsjö, Man's face and mimic language"
(the original Swedish title of the book is: "Människans ansikte och mimiska språket". The correct translation would be: "Man's face and facial language") {{Animation Computer animation Anatomical simulation