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Computer facial animation

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636: 2543: 511:-length units. One of the most common approaches to speech animation is the use of dominance functions introduced by Cohen and Massaro. Each dominance function represents the influence over time that a viseme has on a speech utterance. Typically the influence will be greatest at the center of the viseme and will degrade with distance from the viseme center. Dominance functions are blended together to generate a speech trajectory in much the same way that 2553: 36: 1001: 532:. The disadvantage to these models is that a large amount of captured data is required to produce natural results, and whilst longer units produce more natural results the size of database required expands with the average length of each unit. Finally, some models directly generate speech animations from audio. These systems typically use 699:
communicative purposes (as explained in the next section), it may be argued that physically based models are not a very efficient choice in many applications. This does not deny the advantages of physically based models and the fact that they can even be used within the context of parameterized models to provide local details when needed.
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is very broadly used in games. The bones setup can vary between few bones to close to a hundred to allow all subtle facial expressions. The main advantages of bone driven animation is that the same animation can be used for different characters as long as the morphology of their faces is similar, and
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in 1978, FACS defines 46 basic facial Action Units (AUs). A major group of these Action Units represent primitive movements of facial muscles in actions such as raising brows, winking, and talking. Eight AU's are for rigid three-dimensional head movements, (i.e. turning and tilting left and right and
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uses cameras placed around a subject. The subject is generally fitted either with reflectors (passive motion capture) or sources (active motion capture) that precisely determine the subject's position in space. The data recorded by the cameras is then digitized and converted into a three-dimensional
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to transform audio parameters into a stream of control parameters for a facial model. The advantage of this method is the capability of voice context handling, the natural rhythm, tempo, emotional and dynamics handling without complex approximation algorithms. The training database is not needed to
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basis functions are blended together to generate a curve. The shape of each dominance function will be different according to both which viseme it represents and what aspect of the face is being controlled (e.g. lip width, jaw rotation etc.). This approach to computer-generated speech animation can
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may achieve real-time performance without the use of any markers using a high speed structured light scanner. The system is based on a robust offline face tracking stage which trains the system with different facial expressions. The matched sequences are used to build a person-specific linear face
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are simulated to provide a realistic appearance (e.g. spring-like elasticity). Such methods can be very powerful for creating realism but the complexity of facial structures make them computationally expensive, and difficult to create. Considering the effectiveness of parameterized models for
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and colleagues, and approaches to automatic speech synchronization by Lewis and Hill. The 1990s have seen increasing activity in the development of facial animation techniques and the use of computer facial animation as a key storytelling component as illustrated in animated films such as
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aims at simplifying the motion capture process by avoiding encumbering the performer with markers. Several techniques came out recently leveraging different sensors, among which standard video cameras, Kinect and depth sensors or other structured-light based devices. Systems based on
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computer model of the subject. Until recently, the size of the detectors/sources used by motion capture systems made the technology inappropriate for facial capture. However, miniaturization and other advancements have made motion capture a viable tool for computer facial animation.
609:. Drawbacks of this technique are that they involve intensive manual labor and are specific to each character. Recently, new concepts in 3D modeling have started to emerge. Recently, a new technology departing from the traditional techniques starts to emerge, such as 490:
which is the influence of surrounding visemes upon the current viseme (i.e. the effect of context). To account for coarticulation current systems either explicitly take into account context when blending viseme keyframes or use longer units such as
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is the least automated of the processes to create animation data although it delivers the maximum amount of control over the animation. It is often used in combination with other techniques to deliver the final polish to the animation. The
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used a large Vicon system to capture upward of 150 points. Although these systems are automated, a large amount of manual clean-up effort is still needed to make the data usable. Another milestone in facial animation was reached by
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data. Bone driven animation is most widely supported by 3D game engines. Bone driven animation can be used for both 2D and 3D animation. For example, it is possible to rig and animate using bones a 2D character using
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techniques usually consist of a combination of a geometric deformation technique, which aligns the target images, and a cross-fade which creates the smooth transition in the image texture. An early example of image
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has been the subject of scientific investigation for more than one hundred years. Study of facial movements and expressions started from a biological point of view. After some older investigations, for example by
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uses pixel color to create the animation on the character face. 2D facial animation is commonly based upon the transformation of images, including both images from still photography and sequences of video. Image
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The early-1980s saw the development of the first physically based muscle-controlled face model by Platt and the development of techniques for facial caricatures by Brennan. In 1985, the animated short film
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The body of work around computer facial animation can be divided into two main areas: techniques to generate animation data, and methods to apply such data to a character. Techniques such as
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etc.) instead of visemes. As the basis units already incorporate the variation of each viseme according to context and to some degree the dynamics of each viseme, no model of
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is required. Speech is simply generated by selecting appropriate units from a database and blending the units together. This is similar to concatenative techniques in audio
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is not a new endeavour. The earliest work with computer based facial representation was done in the early-1970s. The first three-dimensional facial animation was created by
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where hundreds of motion points were captured. This film was very accomplished and while it attempted to recreate realism, it was criticized for having fallen in the '
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going up, down, forward and backward). FACS has been successfully used for describing desired movements of synthetic faces and also in tracking facial activities.
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is a technique which allows in-between transitional images to be generated between a pair of target still images or between frames from sequences of video. These
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and then blending the different sub meshes, known as morph targets or blendshapes. Perhaps the most accomplished character using this technique was Gollum, from
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are particularly well fitted for speech animation. Speech is usually treated in a different way to the animation of facial expressions, this is because simple
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was a landmark for facial animation. This marked the first time computer facial expression and speech animation were a fundamental part of telling the story.
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coefficients or bones at the same time. For example, a "smile" control can act simultaneously on the mouth shape curving up and the eyes squinting.
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methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s.
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animation process a control rig is used by the animation. The control rig represents a higher level of abstraction that can act on multiple
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that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a
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are used to represent the key poses in observed speech (i.e. the position of the lips, jaw and tongue when producing a particular
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Many face animation languages are used to describe the content of facial animation. They can be input to a compatible "player"
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or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from
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be labeled since there are no phonemes or visemes needed; the only needed data is the voice and the animation parameters.
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as a data representation mechanism, most face animation languages are XML-based. For instance, this is a sample from
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that emphasizes the modeling of the movement of a 3D object instead of the traditional modeling of the static shape.
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coefficients or rotation and translation values of the bones in models with a bone based rig. Often to speed up the
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in 1972. In 1973, Gillenson developed an interactive system to assemble and edit line drawn facial images. in 1974,
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from several high-definition cameras was used to capture realistic facial movement at every point on the face.
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have caused considerable scientific, technological, and artistic interests in computer facial animation.
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Face/Off: Live Facial Puppetry - Realtime markerless facial animation technology developed at ETH Zurich
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More advanced languages allow decision-making, event handling, and parallel and sequential actions. The
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be seen in the Baldi talking head. Other models of speech use basis units which include context (e.g.
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belong to the second. Facial animation has become well-known and popular through animated feature
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which then creates the requested actions. Face animation languages are closely related to other
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Lucero, J.C.; Munhall, K.G. (1999). "A model of facial biomechanics for speech production".
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in entertainment facial animation, and FACS based systems developed by Sagar were used on
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Ding, H.; Hong, Y. (2003). "NURBS curve controlled modeling for facial animation".
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model that is subsequently used for online face tracking and expression transfer.
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techniques using different type of cameras, 3.) audio-driven techniques, and 4.)
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The generation of facial animation data can be approached in different ways: 1.)
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The main techniques used to apply facial animation to a character are: 1.)
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can be considered a major departure for modern research in behavioural
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One of the most important attempts to describe facial movements was
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The late-1980s saw the development of a new muscle-based model by
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Learning Audio-Driven Viseme Dynamics for 3D Face Animation
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developed a parameterized three-dimensional facial model.
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The sophistication of the films increased after 2000. In
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The "Artificial Actors" Project - Institute of Animation
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secondly they do not require loading in memory all the
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Stop Staring: Facial Modeling and Animation Done Right
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Screenshot from "Kara" animated short by Quantic Dream
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by Nadia Magnenat-Thalmann and Daniel Thalmann, 2004
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but its applications include many more areas such as
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Carl-Herman Hjortsjö, Man's face and mimic language"
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List of animated television series by episode count
420:on points or marks on the face of a performer, 2.) 411: 60:. Unsourced material may be challenged and removed. 1191:. Carleton University. 6 June 2007. Archived from 584:, 3.) texture-based animation (2D or 3D), and 4.) 197:(more commonly known as blendshape animation) and 252:The Expression of the Emotions in Men and Animals 2574: 2510:List of animated films by box office admissions 555:data can be made of scalar values defining the 261:Computer based facial expression modelling and 1334: 1141: 751:FirstIspeakwithanangryvoiceandlookveryangry, 724:. Due to the popularity and effectiveness of 1144:Journal of the Acoustical Society of America 1108: 703: 1341: 1327: 120:Learn how and when to remove this message 1220:by Frederic I. Parke, Keith Waters 2008 1114: 634: 572:Applying facial animation to a character 1263:(2nd ed.). John Wiley & Sons. 1183: 1181: 764:butsuddenlyIchangetolookmoresurprised. 14: 2575: 1322: 1256: 1233:by Zhigang Deng, Ulrich Neumann 2007 2483:Films with live action and animation 1348: 1178: 796:(FAPS), decision-making and dynamic 785:-based language for describing face 58:adding citations to reliable sources 29: 165:verbal and non-verbal communication 24: 1211: 25: 2599: 1575:Modern TV cable and streaming era 1278: 193:belong to the first group, while 2551: 2542: 2541: 999: 412:Generating facial animation data 280:(FACS). Originally developed by 34: 1231:Data-driven 3D facial animation 716:presentation languages such as 45:needs additional citations for 1135: 1097: 1077: 13: 1: 2505:Most expensive animated films 2160:Direct manipulation animation 1811:Barrier-grid and stereography 1129:10.1016/S0097-8493(03)00033-5 1085:Man's face and mimic language 1070: 1050:Interactive online characters 730:Virtual Human Markup Language 406: 2051:Non-photorealistic rendering 284:in the 1960s and updated by 7: 1683:International Animation Day 992: 418:marker-based motion capture 278:Facial Action Coding System 69:"Computer facial animation" 10: 2604: 2153:Linear Animation Generator 2056:Physically based animation 1244:Handbook of Virtual Humans 232: 169:computer graphics hardware 2537: 2406: 2335: 2208: 2133: 2083: 1989: 1941: 1922: 1844: 1801: 1794: 1742:Children's animated films 1691: 1589: 1472: 1364: 1357: 1218:Computer Facial Animation 794:Face Animation Parameters 682:. Here, the physical and 611:Curve Controlled Modeling 459:Markerless motion capture 422:markerless motion capture 133:Computer facial animation 27:Area of computer graphics 1651:Animation film festivals 810: 734: 704:Face animation languages 442:was used extensively in 178:Although development of 135:is primarily an area of 2473:Twelve basic principles 2393:Instructional animation 645:Texture-based animation 578:morph targets animation 472:Audio-driven techniques 195:morph targets animation 2071:Virtual cinematography 1668:Highest-grossing films 1570:Early TV broadcast era 1117:Computers and Graphics 779:Face Modeling Language 640: 367:The Matrix Revolutions 2588:Anatomical simulation 2388:Independent animation 2378:Educational animation 1257:Osipa, Jason (2005). 1083:Hjortsjö, CH (1969). 1045:Facial motion capture 903:"kbd;F3_up" 638: 618:Bone driven animation 607:The Lord of the Rings 582:bone driven animation 440:Facial motion capture 384:The Lord of the Rings 2368:Animated documentary 2200:Whiteboard animation 2093:Traditional puppetry 1737:Adult animated films 1646:Biologist simulators 1609:Animation department 534:hidden Markov models 377:Polar Express (film) 282:Carl-Herman Hjortsjö 159:. The importance of 54:improve this article 2441:Character animation 2221:Character animation 1759:Children's animated 1156:1999ASAJ..106.2834L 804:constructs such as 686:characteristics of 403:, and other films. 361:The Matrix Reloaded 246:in the late 1640s, 2583:Computer animation 2468:Creature animation 2398:Virtual newscaster 2343:Abstract animation 2175:Ink-wash animation 2165:Humanoid animation 2148:Audio-Animatronics 1712:Lost or unfinished 1636:Animation database 1614:Animation director 1311:2022-08-06 at the 1090:2022-08-06 at the 1060:Parametric surface 1025:Computer animation 766:</surprised> 641: 199:skeletal animation 149:legendary creature 2570: 2569: 2331: 2330: 2258:Erasure animation 2079: 2078: 1821:Limited animation 1764:Computer-animated 1702:Computer-animated 1624:Animation studios 1585: 1584: 1270:978-0-471-78920-8 1040:Facial expression 1030:Computer graphics 975:"F2_up" 939:"F1_up" 746:"angry" 339:(both 2001), and 312:Magnenat-Thalmann 239:facial expression 180:computer graphics 143:, a humanoid, an 137:computer graphics 130: 129: 122: 104: 16:(Redirected from 2595: 2555: 2545: 2544: 2525:anime franchises 2500:Cartoon violence 2488:highest grossing 2383:Erotic animation 2358:Animated cartoon 2125:Supermarionation 2098:Digital puppetry 2019:Facial animation 1939: 1938: 1799: 1798: 1672:Opening weekends 1362: 1361: 1343: 1336: 1329: 1320: 1319: 1274: 1205: 1204: 1202: 1200: 1185: 1176: 1175: 1164:10.1121/1.428108 1150:(5): 2834–2842. 1139: 1133: 1132: 1112: 1106: 1101: 1095: 1081: 1009: 1007:Animation portal 1004: 1003: 988: 985: 982: 979: 976: 973: 970: 969:"2000" 967: 964: 961: 958: 955: 952: 949: 946: 943: 940: 937: 934: 933:"2000" 931: 928: 925: 922: 919: 916: 913: 910: 907: 904: 901: 898: 895: 892: 889: 886: 883: 880: 877: 876:"2000" 874: 871: 868: 865: 862: 859: 856: 853: 850: 847: 846:"2000" 844: 841: 838: 835: 832: 829: 826: 823: 820: 817: 814: 773: 770: 767: 763: 760: 757: 754: 750: 747: 744: 741: 738: 530:speech synthesis 465:structured light 167:and advances in 125: 118: 114: 111: 105: 103: 62: 38: 30: 21: 18:Facial animation 2603: 2602: 2598: 2597: 2596: 2594: 2593: 2592: 2573: 2572: 2571: 2566: 2533: 2495:Cartoon physics 2414:Animation music 2402: 2363:Animated sitcom 2353:Adult animation 2327: 2308:Special effects 2204: 2129: 2075: 1985: 1926: 1918: 1840: 1790: 1769:Direct-to-video 1687: 1581: 1468: 1353: 1347: 1313:Wayback Machine 1281: 1271: 1214: 1212:Further reading 1209: 1208: 1198: 1196: 1187: 1186: 1179: 1140: 1136: 1113: 1109: 1102: 1098: 1092:Wayback Machine 1082: 1078: 1073: 1065:Texture mapping 1005: 998: 995: 990: 989: 986: 983: 980: 977: 974: 971: 968: 965: 962: 959: 957:"-40" 956: 953: 951:"yaw" 950: 947: 944: 941: 938: 935: 932: 929: 926: 923: 920: 917: 915:"yaw" 914: 911: 908: 905: 902: 899: 896: 893: 891:"kbd" 890: 887: 884: 881: 878: 875: 872: 869: 866: 864:"-60" 863: 860: 858:"joy" 857: 854: 851: 848: 845: 842: 839: 836: 833: 830: 828:"yaw" 827: 824: 821: 818: 815: 812: 789:. 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targets 591: 590: 589: 587: 586:physiological 583: 579: 566: 565:morph targets 562: 558: 557:morph targets 554: 549: 547: 543: 539: 535: 531: 527: 523: 519: 514: 510: 506: 502: 498: 494: 489: 485: 481: 477: 473: 470: 466: 461: 460: 456: 453: 449: 445: 444:Polar Express 441: 436: 435: 431: 430: 429: 427: 423: 419: 404: 402: 401: 396: 395: 394:Monster House 390: 386: 385: 379: 378: 373: 369: 368: 363: 362: 356: 354: 353: 348: 347: 342: 338: 337: 332: 331: 326: 325: 320: 319: 313: 309: 304: 302: 301: 294: 291: 287: 283: 279: 274: 272: 268: 264: 259: 257: 253: 249: 245: 240: 230: 228: 224: 220: 217:, scientific 216: 212: 211:communication 208: 204: 200: 196: 192: 188: 183: 181: 176: 174: 170: 166: 162: 158: 154: 150: 146: 142: 138: 134: 124: 121: 113: 110:February 2010 102: 99: 95: 92: 88: 85: 81: 78: 74: 71: –  70: 66: 65:Find sources: 59: 55: 49: 48: 43:This article 41: 37: 32: 31: 19: 2520:anime series 2478:Motion comic 2347:visual music 2293:Pose to pose 2268:Inbetweening 2248:Chuckimation 2190:Shadowmation 2143:Animatronics 2044:eye tracking 2024:Morph target 2018: 1976:Multi-sketch 1727:Short series 1641:Art pipeline 1619:Story artist 1565:World War II 1434:South Africa 1304:download of 1259: 1243: 1230: 1217: 1197:. Retrieved 1193:the original 1147: 1143: 1137: 1120: 1116: 1110: 1099: 1079: 987:</fml> 984:</act> 972:event_value= 936:event_value= 897:"" 894:event_value= 882:</par> 781:(FML) is an 778: 776: 743:disposition= 737:<vhml> 707: 668: 644: 616: 606: 598: 592: 575: 544: 471: 457: 432: 415: 398: 392: 382: 375: 372:optical flow 365: 359: 357: 350: 344: 334: 328: 322: 316: 305: 298: 295: 275: 260: 251: 236: 184: 177: 132: 131: 116: 107: 97: 90: 83: 76: 64: 52:Please help 47:verification 44: 2446:model sheet 2303:Rubber hose 2226:model sheet 2004:Cel shading 1846:Stop motion 1831:Rotoscoping 1803:Traditional 1732:Stop-motion 1678:Outsourcing 1439:South Korea 1419:Philippines 1414:North Korea 888:event_name= 819:<par> 816:<act> 813:<fml> 802:programming 629:Adobe Flash 538:neural nets 428:animation. 244:John Bulwer 161:human faces 2577:Categories 2451:walk cycle 2318:Syncro-Vox 2231:walk cycle 2135:Mechanical 2061:Procedural 1961:PowerPoint 1914:Puppetoons 1909:Pixilation 1874:silhouette 1863:strata-cut 1854:Claymation 1795:Techniques 1784:Television 1555:Silent Era 1487:Bangladesh 1482:Azerbaijan 1369:Bangladesh 1358:By country 1071:References 1020:Caricature 756:intensity= 740:<person 714:multimedia 684:anatomical 448:Imageworks 407:Techniques 219:simulation 191:keyframing 153:psychology 80:newspapers 2461:off-model 2431:Key frame 2288:Pixel art 2283:Pinscreen 2241:off-model 2185:Scanimate 2103:Machinima 1902:Brickfilm 1890:go motion 1816:Flip book 1350:Animation 1015:Animation 787:animation 548:animation 522:triphones 400:King Kong 318:Toy Story 263:animation 215:education 157:animation 2547:Category 2456:lip sync 2336:Variants 2323:Zoetrope 2273:Morphing 2236:lip sync 2216:Blocking 2108:Aniforms 2085:Puppetry 2066:Skeletal 1933:timeline 1924:Computer 1779:Internet 1661:regional 1597:Animator 1590:Industry 1454:Thailand 1424:Portugal 1404:Malaysia 1309:Archived 1172:10573899 1088:Archived 1055:Morphing 1035:Deepfake 993:See also 945:<hdmv 909:<hdmv 885:<excl 852:<expr 822:<hdmv 732:(VHML): 710:software 659:morphing 654:morphing 650:morphing 588:models. 561:keyframe 553:keyframe 546:Keyframe 518:diphones 509:sentence 503:or even 501:syllable 497:triphone 476:keyframe 426:keyframe 370:, dense 343:such as 327:(1998), 321:(1995), 250:'s book 173:software 2562:Outline 1929:history 1880:Graphic 1826:Masking 1717:Package 1542:Ukraine 1512:Hungary 1474:History 1464:Vietnam 1429:Romania 1389:Estonia 1384:Czechia 1199:16 June 1189:"iFACE" 1152:Bibcode 900:repeat= 692:tissues 603:visemes 493:diphone 484:phoneme 480:visemes 290:Friesen 256:biology 233:History 94:scholar 2557:Portal 2118:Live2D 2034:facial 1999:T-pose 1897:Object 1870:Cutout 1749:Series 1698:Films 1537:Russia 1507:France 1497:Canada 1492:Brazil 1449:Taiwan 1409:Mexico 1374:Bhutan 1352:topics 1267:  1250:  1237:  1224:  1170:  960:begin= 954:value= 924:begin= 918:value= 867:begin= 861:value= 837:begin= 831:value= 791:MPEG-4 694:, and 672:models 580:, 2.) 513:spline 352:Casper 333:, and 308:Waters 237:Human 221:, and 145:animal 96:  89:  82:  75:  67:  2373:Anime 2014:Crowd 1956:Flash 1885:Model 1774:Flash 1722:Short 1692:Works 1532:Korea 1527:Japan 1517:India 1502:China 1444:Spain 1399:Japan 1394:India 1379:China 1295:iFACE 978:/> 948:type= 942:/> 912:type= 879:/> 855:type= 849:/> 825:type= 806:loops 688:bones 330:Shrek 286:Ekman 271:Parke 267:Parke 223:agent 203:films 141:human 101:JSTOR 87:books 2313:Sand 1951:2.5D 1629:List 1602:List 1522:Iran 1265:ISBN 1248:ISBN 1235:ISBN 1222:ISBN 1201:2019 1168:PMID 966:end= 930:end= 906:> 873:end= 843:end= 762:> 749:> 722:VRML 720:and 718:SMIL 696:skin 680:face 678:and 676:head 507:and 505:word 389:FACS 364:and 346:Sims 324:Antz 288:and 205:and 189:and 171:and 147:, a 73:news 2436:Cel 2009:CGI 1971:CSS 1966:SVG 1160:doi 1148:106 1125:doi 783:XML 726:XML 536:or 446:by 349:. 163:in 56:by 2579:: 1991:3D 1943:2D 1931:, 1861:, 1180:^ 1166:. 1158:. 1146:. 1121:27 1119:. 690:, 520:, 499:, 495:, 397:, 258:. 213:, 2349:) 2345:( 1935:) 1927:( 1876:) 1872:( 1674:) 1670:( 1342:e 1335:t 1328:v 1273:. 1203:. 1174:. 1162:: 1154:: 1131:. 1127:: 1094:. 631:. 123:) 117:( 112:) 108:( 98:· 91:· 84:· 77:· 50:. 20:)

Index

Facial animation

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computer graphics
human
animal
legendary creature
psychology
animation
human faces
verbal and non-verbal communication
computer graphics hardware
software
computer graphics
motion capture
keyframing
morph targets animation
skeletal animation
films
computer games
communication

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