[Conference][Main]

Facial Animation: Past, Present, and Future

Not surprisingly, facial animation is now attracting more attention than ever before in its 25 years as an identifiable area of computer graphics. Imaginative applications of animated graphical faces are found in sophisticated human-computer interfaces, interactive games, multimedia titles, VR telepresence experiences, and, as always, in a broad variety of production animations. Graphics technologies underlying facial animation now run the gamut from keyframing to image morphing, video tracking, geometric and physical modeling, and behavioral animation. Supporting technologies include speech synthesis and artificial intelligence. Following a brief historical perspective, this panel assessed the state of the art and speculateds about the exciting future directions of facial animation.

Moderator
Fred Parke
Texas A&M University

Panelists
Michael Cohen
Microsoft Research

Doug Sweetland
Pixar

Demetri Terzopoulos
University of Toronto

Keith Waters
Digital Equipment Corporation