ABSTRACT

In recent years, there has been dramatically increased interest in computer-based three-dimensional (3-D) facial character animation. Facial animation is not a new endeavor; initial efforts to represent and animate faces using computers go back more than 35 years. However, the recent explosion of activity in character animation has promoted a concurrent interest in facial animation. Our intent is to present the principles of facial animation to enable animation implementors to develop their own systems and environments.