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Facial animation in a nutshell: Past, present and future

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dc.contributor.author Radovan M. en
dc.contributor.author Pretorius, Laurette en
dc.date.accessioned 2012-11-01T16:31:29Z
dc.date.available 2012-11-01T16:31:29Z
dc.date.issued 2006 en
dc.identifier.citation ACM International Conference Proceeding Series en
dc.identifier.citation 204 en
dc.identifier.isbn 1595935673; 9781595935670 en
dc.identifier.other 10.1145/1216262.1216270 en
dc.identifier.uri http://hdl.handle.net/10500/7292
dc.description.abstract During its almost forty years of existence, facial animation has seen a host of technologies being invented, then fading into obsolescence. The modelling and animation methods have mostly been dictated by the available hardware, which greatly evolved through the years. Many animation desiderata that have been considered dreams at the time are now reality while ever new frontiers are encountered and explored. This paper provides an overview of the historically used technologies and attempts to predict the future trends in the field of facial animation as it permeates the entertainment industry with its feature films and computer games; the broad field of visualisation in science, including medical science and forensic analysis; and the fast growing field of information and communication technology and human-computer interaction. © 2006 SAICSIT. en
dc.language.iso en en
dc.subject Animation; Computer graphics; HCI Computer graphics; Game theory; Human computer interaction; Information technology; Mathematical models; Obsolescence; Visualization; Animation desiderata; Communication technology; Entertainment industry; Facial animation; Animation en
dc.title Facial animation in a nutshell: Past, present and future en
dc.type Conference Paper en


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