This book is about computer facial models, computer-generated facial images, and facial animation. In particular, it addresses the principles of creating face models and the manipulation or control of computer-generated facial attributes. In addition, various sections in the book describe and explain the development of specific computer facial animation techniques over the past 20 years, as well as those expected in the near future.
In recent years there has been considerable interest in computer-based three-dimensional character animation. Part of this interest is a strong fascination in the development and use of facial animation. There is no single reason for this burst of activity, but it has certainly been fueled by both an emerging computer animation film production industry and the games industry. There has also been a rapid growth of interest within the scientific community. In this context, it has been desirable to develop simulations of surgical procedures, careful and precise observations of computer facial animation, and the production of detailed visualizations of human anatomy.
The first SIGGRAPH tutorials on the State of the Art in Facial Animation in 1989 and 1990 provided a vital vehicle to collect and present material from a variety of face-related disciplines. The success of these two courses and the material presented therein prompted the development of this book. Therefore, the text covers much of the material presented in those tutorials, plus a number of topics that originally were not included.
This book integrates all aspects of computer-generated facial animation including computer-based visualization techniques, three-dimensional character animation, anatomical, and psychological considerations and discusses them in the framework of promising applications in entertainment, human-computer interface, research, and education.