ABSTRACT

In recent years, there has been increasing interest in facial animation research from both academia and the entertainment industry. Visual effects and video game companies both want to deliver new audience experienceswhether that is a hyper-realistic human character [Duncan 09] or a fantasy creature driven by a human performer [Duncan 10]. Having more efficient ways of delivering high-quality animation, as well as increasing the visual realism of performances, has motivated a surge of innovative academic and industrial developments.