ABSTRACT

As discussed in Chapter 5, there are many approaches to facial animation. For example, in key-pose animation, the desired shape articulations are specified at various time points. An interpolation algorithm is then used to generate the necessary poses for the in-between frames. However, using this approach, each key pose must be completely specified. Even with current interactive modeling systems, developing the required threedimensional key-pose descriptions is a challenge. As the number of key poses needed becomes large, this approach quickly becomes daunting.