This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. Integrating artistic practice, anatomical understanding, and technological innovation, this book charts the evolution of facial animation from traditional rigging and motion capture to the new frontiers of real‑time performance and immersive environments.
Through close examination of modelling, rigging, capture, and design processes, it reveals how the animated face functions as both an expressive surface and a communicative interface within digital media. Each chapter connects aesthetic analysis with technical insight, connecting creative experimentation to scientific perspectives on motion and expression.
Combining creative analysis with production‑based case studies, this book provides animators, researchers, and creative technologists with a framework for designing and interpreting digital faces. It demonstrates how facial performance continues to evolve across 3D cinema, interactive games, and extended realities, transforming how we perceive, perform, and connect within virtual worlds.
"synopsis" may belong to another edition of this title.
Dr Amrinder Singh Romana is a creative technologist, educator, and industry professional whose work
bridges digital storytelling, animation, and immersive media, with over two decades of experience across
teaching and practice.
"About this title" may belong to another edition of this title.
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Paperback. Condition: new. Paperback. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. Integrating artistic practice, anatomical understanding, and technological innovation, this book charts the evolution of facial animation from traditional rigging and motion capture to the new frontiers of realtime performance and immersive environments.Through close examination of modelling, rigging, capture, and design processes, it reveals how the animated face functions as both an expressive surface and a communicative interface within digital media. Each chapter connects aesthetic analysis with technical insight, connecting creative experimentation to scientific perspectives on motion and expression.Combining creative analysis with productionbased case studies, this book provides animators, researchers, and creative technologists with a framework for designing and interpreting digital faces. It demonstrates how facial performance continues to evolve across 3D cinema, interactive games, and extended realities, transforming how we perceive, perform, and connect within virtual worlds. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. It charts the evolution of facial animation from traditional rigging and motion capture to new frontiers of real-time performance and immersive environments. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781032813479
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Paperback. Condition: new. Paperback. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. Integrating artistic practice, anatomical understanding, and technological innovation, this book charts the evolution of facial animation from traditional rigging and motion capture to the new frontiers of realtime performance and immersive environments.Through close examination of modelling, rigging, capture, and design processes, it reveals how the animated face functions as both an expressive surface and a communicative interface within digital media. Each chapter connects aesthetic analysis with technical insight, connecting creative experimentation to scientific perspectives on motion and expression.Combining creative analysis with productionbased case studies, this book provides animators, researchers, and creative technologists with a framework for designing and interpreting digital faces. It demonstrates how facial performance continues to evolve across 3D cinema, interactive games, and extended realities, transforming how we perceive, perform, and connect within virtual worlds. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. It charts the evolution of facial animation from traditional rigging and motion capture to new frontiers of real-time performance and immersive environments. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Seller Inventory # 9781032813479
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Paperback. Condition: new. Paperback. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. Integrating artistic practice, anatomical understanding, and technological innovation, this book charts the evolution of facial animation from traditional rigging and motion capture to the new frontiers of realtime performance and immersive environments.Through close examination of modelling, rigging, capture, and design processes, it reveals how the animated face functions as both an expressive surface and a communicative interface within digital media. Each chapter connects aesthetic analysis with technical insight, connecting creative experimentation to scientific perspectives on motion and expression.Combining creative analysis with productionbased case studies, this book provides animators, researchers, and creative technologists with a framework for designing and interpreting digital faces. It demonstrates how facial performance continues to evolve across 3D cinema, interactive games, and extended realities, transforming how we perceive, perform, and connect within virtual worlds. This book explores how the digital face has become a vital medium of expression, emotion, and identity in contemporary visual culture. It charts the evolution of facial animation from traditional rigging and motion capture to new frontiers of real-time performance and immersive environments. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. Seller Inventory # 9781032813479
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Taschenbuch. Condition: Neu. Facial Animation in 3D, Games, and Extended Realities | Amrinder Singh Romana | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2026 | Taylor & Francis Ltd | EAN 9781032813479 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu. Seller Inventory # 135970851