ABSTRACT

Believable character animation is perhaps the last frontier in computer graphics, and within that field, facial animation has proven to be the most challenging. The difficulties are obvious and do not need to be stated in much detail. Facial expressions are quite subtle, and this implies that we must use a very high resolution mesh. And controlling the motion of, say, 104, using a number of control points two to three orders of magnitude less is a difficult problem and one that is still a vigorous research area.