![]() ![]() Techniques such as motion capture and keyframing belong to the first group, while morph targets animation (more commonly known as blendshape animation) and skeletal animation belong to the second. 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. ![]() ![]() The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation.Īlthough development of computer graphics methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. ![]()
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