Stop Staring: Facial Modeling and Animation Done Right
Average customer rating: 5 out of 5 stars
  • A 'must' for any serious computer animation collection.
  • Also excellent for Blender users
  • Definitive for Facial Modeling
  • Chapter 13 worth $1,000,000 in warcraft gold
  • Good tips, annoying style
Stop Staring: Facial Modeling and Animation Done Right
Jason Osipa
Manufacturer: Sybex
ProductGroup: Book
Binding: Paperback

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ASIN: 0782141293

Amazon.com

Lips, brows, frown lines--they're all in motion in an expressive face. Stop Staring analyzes facial structures and movements and shows animators how to enliven the faces of their characters. The author, whose own handsome head (in modeled form) graces the cover, is an experienced animator currently working on The Sims.

He writes with a dry wit and a confidence born from experience. The book is friendly but also loaded with content and precise in its directions. "I am by no means God's gift to animation, but I do pretty well at making a talking head look like a living one, not just a set of gums flapping." This is not a how-to manual, but a richly detailed guide to achieving the right movements for a given situation and emotion. The companion CD includes all the pieces readers will need in order to work along with the text: models (both realistic and stylized 'toon characters), lip-synching samples, finished Quicktime movies, and even a copy of Maya Personal LE. (More info and some movies can be found at jasonosipa.com.)

Readers move from "Getting to Know the Face," to synching audio, working on the mouth, eyes, and brows, and rigging. Osipa has created a methodology for facial animation that gets results and makes the process fun. The book can be used as a step-by-step guide for learning new skills or finessing techniques, or as a reference book for troubleshooting specific expressions (for example, "happy eyes," "frustration," and "sneers" are all in the index). Although the projects are presented using Maya, the concepts involved pertain to animation in general.

There are lots of production tips and, in Chapter 13, case studies using five scripted scenes. Readers can even begin with this last chapter, watching the movies (they're funny!) and enjoying Osipa's debates as he works through animating his face telling a lame bartender joke or a sassy `toon gal weighing the pros and cons of pink and blue bows. This hip writer knows what he's talking about, even when it's his own animated mug that's doing the talking! --Angelynn Grant

Book Description

"No other book to date presents facial animation concepts, theory, and practical application with the authority that Stop Staring does."
—TIEM Design

Crafting believable facial animation is one of the most challenging, yet rewarding aspects of 3D graphics. Done right, this art breathes life into otherwise deadpan faces.

In this extraordinary book, professional animator Jason Osipa teaches you how to achieve realistic facial modeling and animation. Using detailed practical examples complemented with high-quality images and a touch of humor, Osipa leads you from design and modeling to rigging and animation. The CD and full-color insert demonstrate techniques you can use to fine-tune your facial animations.

Reviewed and approved by Alias|Wavefront, Stop Staring: Facial Modeling and Animation Done Right, uses the Academy Award(r) winning Maya(r) 3D animation and effects software as the focus for its examples, yet the principles and techniques are described in ways that will be helpful to anyone working on facial modeling and animation.

Mastering the Face
Start out by getting familiar with the range of possible facial expressions, then focus on animating and modeling the mouth, eyes and brows. When you're ready to bring it all together, you can generate a scene from concept to completion. Topics covered include:

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Customer Reviews:

5 out of 5 stars A 'must' for any serious computer animation collection........2007-07-27

The second updated edition of STOP STARING: FACIAL MODELING AND ANIMATION DONE RIGHT offers far more than just introductory coverage: it uses high-quality professional images combined with humor to provide a revised, updated set of basics on design, modeling and animation - including elements which differentiate top-quality productions from mediocre results. From learning lip sync techniques and understanding facial landmarking to using advanced blend extraction tools and building realistic shapes, STOP STARING holds plenty of diagrams and pictures throughout and is a 'must' for any serious computer animation collection.

Diane C. Donovan
California Bookwatch

5 out of 5 stars Also excellent for Blender users.......2007-07-08

This is a great book and I highly recommend it for anybody interested in character animation. Although the author uses Maya and a few examples describe Maya-specific functionality, most of the material in here is very broadly applicable, making this an indispensable book for Blender animators as well.

Readers of my book Introducing Character Animation with Blender should definitely check this one out.

5 out of 5 stars Definitive for Facial Modeling.......2007-06-27

This book clarifies the issues for anyone doing character animation. The modeling of a face takes on a strategic importance and the mesh must anticipate the demands made on it by animation.

If you want to animate a face, this book is for you.

5 out of 5 stars Chapter 13 worth $1,000,000 in warcraft gold.......2007-05-11

Osipa's approach to toon rigging (and rigging in general) is unique, new, innovative and very simple to grasp and implement. I don't want to give away the genius of Chapter 13, because I THINK you need to buy this book!

You want to know how they "might have" rigged Elastigirl in The Incredibles? It's so simple you'll kick yourself in the shin for not thinking of it yourself.

This whole book is filled with rigging know-how by a lover of cartoons. His primary goal is making excellent facial animation. Something this industry sorely lacks! And this is the book that documents his experiences and skills. Learn from it. Be a better rigger.

If you want to be a Rigger or Character TD for toons or even photo-real characters, these techniques will be omni-present in studios (big and small) in the next year. Get this book and read it cover to cover so I don't have to kick you in the shin.


4 out of 5 stars Good tips, annoying style.......2007-03-09

This book has a lot of useful information but the author's somewhat patronising and self-congratulatory tone sometimes makes you want to stop reading. Let me give you a couple of examples from the very start of the book (note that these are quotes from the actual book's text, not "marketing" material):

Introduction: "You'll learn much of what you could learn elsewhere while also picking up more pertinent valuable information you couldn't learn elsewhere."

Page 3: "They saw how I took something so complex, so daunting, so evil, and made it so easy, simple, and - dare I say it? - fun!"

Page 6: "It's very easy to learn how to do this, but very hard to master; luckily you have a good coach."

In addition to this, a lot of the book's contents are about... the rest of the book's contents. Some chapters start with several paragraphs about... the rest of that chapter. And many paragraphs end with "cliffhangers" (ex., "This is not necessary; I'll explain why in the next paragraph.", when he could simply move "This is not necessary" to that next paragraph and explain straight away). The overall effect is a bit like an infomercial.

Having said that, the book does have some very good tips about animating and modelling realistic human faces (and especially about how to model them so that they are easier to animate). The examples use terminology from Maya, but people used to other 3D packages will have no problem understanding them.

Cartoon-style characters are also covered, but the models used are mostly humanoid and fairly realistic (think anime), so if you're interested in ways of conveying emotion with more extreme (or more abstract) characters, you might want to look elsewhere (ex., George Maestri's books and videos, Looney Tunes cartoons, Uderzo's drawings, etc.). The modelling tips and techniques described in this book will probably still come in handy, though.

Bottom line: this is one of the best books available on the subject of facial modelling and animation (granted, there aren't many). As long as you manage to get past the patronising attitude and the unnecessary "build-up" of some chapters (both of which are worse at the start of the book - or maybe I just learned to ignore them), you'll almost certainly learn something, even if you're an experienced animator.

Maya Character Modeling and Animation (Graphics Series)
Average customer rating: 5 out of 5 stars
  • Cool book.
  • A top pick, especially for college-level art and computer libraries strong in Maya references.
  • For the Beginning to Intermediate User
Maya Character Modeling and Animation (Graphics Series)
Tereza Flaxman
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584504404

Book Description

Maya Character Modeling and Animation: Principles and Practice is for beginning- to intermediate-level designers and 3D artists who want to learn 3D character modeling and animation using Maya® 8. The book covers the theory and practice of modeling and animation from pre-production to final body and facial animation. It explains why things are done and not just which buttons to push. The text uses a series of projects to teach you how to model, rig, and animate your own characters. The focus is on how to create professional-quality, compelling animations. The companion CD-ROM contains all the files supporting the exercises in the book, including complete Maya projects, rendered QuickTime movies to illustrate concepts, and fully rigged NURBS and polygon character models. If you are ready to take on the challenge of animation, this is the book for you. You will find all the insights and techniques you need to start animating your own characters!

Customer Reviews:

5 out of 5 stars Cool book. .......2007-04-22

This is a very good book! I really like it. I am still reading and find it very helpful.

5 out of 5 stars A top pick, especially for college-level art and computer libraries strong in Maya references........2007-02-04

Both beginners and intermediate designers and 3D artists who want to learn the basics of character modeling and animation with Maya will relish the blend of step-by-step instruction, an accompanying cd-rom filled with chapter-oriented details and backup movies and presentations, and an attention to clear explanations of the animation process from start to finish. Screen shots and step-by-step examples on building a character model make MAYA CHARACTER MODELING & ANIMATION a top pick, especially for college-level art and computer libraries strong in Maya references.

Diane C. Donovan
California Bookwatch

5 out of 5 stars For the Beginning to Intermediate User.......2006-11-16

Designed for the beginning to intermediate user, this book is aimed at the artist who want to learn 3D character modeling and animation using Maya. It is suitable for either classroom or individual use.

This book has an interesting combination between a theoretical/reference book and a tutorial book. Each chapter starts with a theory or reference section that gives the basic concepts for that chapter. This is followed by a detailed tutorial or two. For instance Chapter 2 is entitled 'Fundamentals of Computer Animation.' The theory section goes into the physics of how things move. This is important because people have an instinctive understanding of movement. The first tutorial then is on making a light and then a heavy ball bounce on the screen. Then the second tutorial makes the ball squash as it hits and then stretch as it bounces back into shape.

At the end of the book you won't be quite up to Pixar standards, but you'll be well on your way.

The CD-ROM supplied with the book contain project files including all of the figures from the book, organized into folders by chapter, all of the movies, organized by chapter and contained in folders called movies, and all of the Maya working files.
Reliable Face Recognition Methods: System Design, Implementation and Evaluation (International Series on Biometrics)
Average customer rating: 4 out of 5 stars
  • much more work needed
Reliable Face Recognition Methods: System Design, Implementation and Evaluation (International Series on Biometrics)
Harry Wechsler
Manufacturer: Springer
ProductGroup: Book
Binding: Hardcover

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  3. Multimodal Technologies for Perception of Humans: First International Evaluation Workshop on Classification of Events, Activities and Relationships, CLEAR ... Papers (Lecture Notes in Computer Science) Multimodal Technologies for Perception of Humans: First International Evaluation Workshop on Classification of Events, Activities and Relationships, CLEAR ... Papers (Lecture Notes in Computer Science)

ASIN: 038722372X

Book Description

One of the challenges for computational intelligence and biometrics is to understand how people process and recognize faces and to develop automated and reliable face recognition systems. Biometrics has become the major component in the complex decision making process associated with security applications. The many challenges addressed for face detection and authentication include cluttered environments, occlusion and disguise, temporal changes, robust training and open set testing.

Reliable Face Recognition Methods seeks to comprehensively address the face recognition problem while gaining new insights from complementary fields of endeavor such as neurosciences, statistics, signal and image processing, computer vision, machine learning and data mining. This book examines the evolution of research surrounding the field to date, explores new directions, and offers specific guidance on the most promising venues for future research and development.

Customer Reviews:

4 out of 5 stars much more work needed.......2006-12-29

The problem tackled by this book is buried deep in evolution. It is one of the most basic properties of an organism that it reliably recognise others of its species. For reproduction, if nothing else. Humans have the added twist that facial recognition is important, for the extra reasons that the face is usually hairless and has many expressive muscles.

But the way the mind does its analysis is still largely opaque. By contrast, most of the book's methods look at it via other approaches. Signal processing with many custom features specific to faces. The chapters show impressive current capabilities. However, they also readily indicate the limitations. And suggest possible future improvements.
Animating Facial Features & Expressions, Second Edition (Graphics Series)
Average customer rating: 5 out of 5 stars
  • Developers are assured of the latest techniques and tricks
Animating Facial Features & Expressions, Second Edition (Graphics Series)
David Kalwick
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584504749

Book Description

This completely updated edition is written to teach 3D artists, designers, and animators how to add realism to their character's expressions. It begins by covering the anatomy of the human head, facial features, and facial muscles and progresses to cover recreating the human face and muscle structure in 3D and making it move in a realistic, believable fashion. It is filled with detailed instruction for lip synching and creating visual expressions for speech and sound under a variety of conditions (sad, happy, stuttering, etc.). It provides visual reference charts of morph targets for weighted human expressions, typical human phonemes, cartoon expressions, facial expressions, and just-for-fun cartoon expressions. This edition includes two new chapters covering 3ds Max and Maya. All of these techniques can also be applied to your own aliens, animals, creatures, and other animated creations. If you want your characters to have truly realistic facial expressions, you'll learn everything you need to know in this indispensable resource.

Customer Reviews:

5 out of 5 stars Developers are assured of the latest techniques and tricks.......2006-08-05

David Kalwick's Animating Facial Features & Expressions 2nd Edition completely updates the prior title on the topic to include the latest tools and resources. It's written for 3D artists and designers with an entire focus on one of the most difficult aspects of programming effectively: animating expressions. With two new chapters on using 2DS Max and Maya and new coverage of other hot programs, developers are assured of the latest techniques and tricks.
Animating Facial Features & Expressions
Average customer rating: 4 out of 5 stars
  • best book out there
  • another fleming classic
  • Poor modeling
  • essential for serious animators
  • Too many pictures too little tutorials
Animating Facial Features & Expressions
Bill Fleming , and Darris Dobbs
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1886801819

Amazon.com

The challenges of modeling and animating realistic faces and emotions with computer software are confronted and easily worked through in Animating Facial Features & Expressions. If you have any interest in computer-based character animation, this book will be a valuable addition to your reference shelf. The book starts with an exploration of the anatomy of the head, including underlying facial muscles and proportions; continues with examples of displaying different emotions; and ends with a series of appendices that list different expressions and emotions for human faces, cartoon faces, and nonhuman (monster) faces.

Of all the material, the most important section discusses speech/lip sync animation. Imagine the difficulties not only in creating a realistic sculpture but animating it as well. While you will encounter the normal problems of modeling everything within proper proportions, you must also constantly alter the facial features and mouth shapes with very specific timing to achieve realistic-looking movement. If either the timing or proportions stray from the given norm, the illusion is shattered.

The author starts with an explanation of phonemes (defined as "the sounds we hear in speech patterns"), how they sound, and how they look (in terms of mouth/lips/tongue shapes). A timing chart is then created, also known as reading a sound track, where the specific frame numbers are noted for each phoneme. With this in hand, it then becomes a simple matter of producing the proper shapes at the proper times to create a talking character.

Good facial expression and lip-sync animation remain anything but "a simple matter." A practiced ear is required for reading a soundtrack, and a trained eye for creating the facial features that match those shapes. However, this book is an excellent way to start tackling the problems involved.

One more note: the book is completely nonsoftware-specific, to the point where not one software package is mentioned. This may keep the book generic and focused on important issues, but it also places the burden of properly modeling and manipulating any faces or heads (not to mention software) in the hands of the reader. If you are new to 3D character animation, you might want to better learn the features of the software application you will be using before tackling the complexities of facial animation. --Mike Caputo

Book Description

Creating realistic animated characters and creatures is a major challenge for computer artists, but getting the facial features and expressions right is probably the most difficult aspect. In this one-of-a-kind book, readers will find an in-depth resource to guide them through the entire process from the history of facial animation and anatomical structures, to expressing emotions and speech visually. An indispensable tool for animators of all levels.

It features comprehensive character studies showing detailed examples of 38 human and cartoon facial expressions through timing charts and side-by-side comparisons. It also includes detailed instruction on how to recreate these expressions using weighted morph targets, providing the actual target percentages to achieve the expressions. A reference guide shows you how the weighted morph targets should appear so you are guaranteed perfect facial expression morphs. On the CD are front and side templates of each expression so you can recreate them with your characters.

The book also covers comprehensive instruction on lip-synch technology and the products available. It explains how to create visual expressions for speech and sound under various conditions (e.g. excited, sad, stuttering). It goes deeper into lip synch phonemes than ever before. You'll discover the real power of phonetic speech and how it can be used for flawless lip synch every time, with out the need of relentless tweaking to resolve mouth movement errors!

Bill covers his own techniques for determining proper facial expressions to use in your scenes to guarantee the viewers are absorbed in your animation. He also reveals the truth behind the relationship between the eyes and mouth in facial expression.

If this wasn't enough, the book also covers an extensive look at the human head, illustrating precise techniques for ensuring the proper proportions and placement of details. In addition, it reveals little know facts about the proper movement of the jaw and facial tissue during expression. Bill covers many elements of proper skeletal and tissue movement so your characters skin appears to be moving over the skeletal structure beneath, rather than the actual bones moving, which is a common problem with 3D facial animation.

Customer Reviews:

5 out of 5 stars best book out there.......2002-03-17

tons of information and easy to follow for people who sculpt or draw!!

5 out of 5 stars another fleming classic.......2001-03-10

This book clearly goes over all of the aspects needed for succesful facial animation. I was able to create phonemes for my 3d characters as well as a variety of facial expressions. After using this book, I created animations that had perfect lip syncs and strongly conveyed emotions. Another Fleming classic for my library.

2 out of 5 stars Poor modeling.......2001-02-08

I've bought more than a few excellent books, and more than a few bad ones. For the price they are asking, it should belong to the former catagory. You would think they would have some "guest" artists featured in this book, some who have made great looking models. One look at the cover (something I failed to do before buying) shows a few uglies that would fit right in a horror story, but not most animation. The models don't get much better on the inside. If you want to learn the material inside, start with a traditional drawing book -- it's much cheaper than most books on 3D, and more thorough. For lip sinc, try Digital Character Animation 2, volume 1, by George Maestri. I'm not buying another book by Bill Fleming, he doesn't have his act together.

5 out of 5 stars essential for serious animators.......2000-06-21

If you are serious about animating, then you need this book. Previous reviews have said that there are too many pictures and not enough tutorials.

This is true, however, pictures are what you need for a book on this subject! It illustrates over 40 facial expressions for realistic and cartoon humans, 40 more for cartoonish expressions (like getting wacked in the face with a pan), and illustrates each of the 16 visual phenomes (tongue and jaw included!) for real and cartoon humans. Furthermore, each of the expressions is described by moving 25 weighted morph targets through 4 essential regions. Because it describes, in detail, how much weight should be given to each morph target to yield a given expression, tutorials, in the traditional "step 1, step 2..." method, are not needed! All you need to do is get down the weighted morph targets, and it gives a thorough explaination as to how to get that done.

With all of these amazing illustrations, the price of the book is worth it, but the commentary he offers (you could probably read all the words of the whole 380 page book in 2-3 hours, even much less) gives valuable advice as to how to further make your animations more realistic.

This book offers a complete library of many facial expressions, AND, most importantly, how to get them!

3 out of 5 stars Too many pictures too little tutorials.......2000-04-30

For Lightwave 3D and Magpie users this book covers Human facial expressions (also a comic fish), with a lot of pictures , actually too many of them . The author could have used some space to give hands on step by step tutorials for the actual face animation process, also not mentioned is Morph Gizmo an essential Lightwave plugin for facial animation. Buy this book if you like to have a complete picture library of facial poses.
Data-Driven 3D Facial Animation
Average customer rating: Not rated
    Data-Driven 3D Facial Animation

    Manufacturer: Springer
    ProductGroup: Book
    Binding: Paperback

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    ASIN: 1846289068

    Book Description

    “Data-Driven 3D Facial Animation” systematically describes the important techniques developed over the last ten years or so. Although 3D facial animation is used more and more in the entertainment industries, to date there have been very few books that address the techniques involved.

    Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field. An edited volume, the book brings together contributions from leading researchers and practitioners working in both academia and in the leading animation studios.

    Modelling and Motion Capture Techniques for Virtual Environments: International Workshop, CAPTECH'98, Geneva, Switzerland, November 26-27, 1998, Proceedings ... / Lecture Notes in Artificial Intelligence)
    Average customer rating: Not rated
      Modelling and Motion Capture Techniques for Virtual Environments: International Workshop, CAPTECH'98, Geneva, Switzerland, November 26-27, 1998, Proceedings ... / Lecture Notes in Artificial Intelligence)

      Manufacturer: Springer
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      Computers & InternetComputers & Internet | Qualifying Textbooks - Fall 2007 | Stores | Books
      MedicineMedicine | Qualifying Textbooks - Fall 2007 | Stores | Books
      ASIN: 3540653538

      Book Description

      This book constitutes the refereed proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments, CAPTECH'98, held in Geneva, Switzerland, in November 1998.The 21 revised full papers presented in the book were carefully reviewed and selected for inclusion in the book. The book documents research in data capture and interpretation. The papers are organized in sections on human motion analysis, human motion capture and manipulation, image and video manipulation, motion control, human body and objects 3D reconstruction, and image/video based facial animation.
      MPEG-4 Facial Animation: The Standard, Implementation and Applications
      Average customer rating: Not rated
        MPEG-4 Facial Animation: The Standard, Implementation and Applications

        Manufacturer: Wiley
        ProductGroup: Book
        Binding: Hardcover

        Web GraphicsWeb Graphics | Web Design | Web Development | Computers & Internet | Subjects | Books
        Mainframes & MinicomputersMainframes & Minicomputers | Hardware | Computers & Internet | Subjects | Books
        GeneralGeneral | Graphics & Multimedia | Programming | Computers & Internet | Subjects | Books
        GeneralGeneral | Graphic Design | Computers & Internet | Subjects | Books
        TechnicalTechnical | Video | Movies | Entertainment | Subjects | Books
        GeneralGeneral | Electrical & Electronics | Engineering | Professional & Technical | Subjects | Books
        Television & VideoTelevision & Video | Telecommunications | Engineering | Professional & Technical | Subjects | Books
        GeneralGeneral | Science | Subjects | Books
        GeneralGeneral | Arts & Photography | Subjects | Books
        All TitlesAll Titles | Qualifying Textbooks - Fall 2007 | Stores | Books
        ASIN: 0470844655

        Book Description

        This book concentrates on the animation of faces. The Editors put the MPEG-4 FA standard against the historical background of research on facial animation and model-based coding, and provide a brief history of the development of the standard itself. In part 2 there is a comprehensive overview of the FA specification with the goal of helping the reader understand how the standard really works. Part 3, forms the bulk of the book and covers the implementations of the standard on both encoding and decoding side. Several face animation techniques for MPEG-4 FA decoders are presented. While the standard itself actually specifies only the decoder, for applications it is interesting to look at the wide range of technologies for producing and encoding the FA contents. These include video analysis, speech analysis and synthesis, as well as keyframe animation. The last part of the book provides several examples of applications using the MPEG-4 FA standard.
        It will be useful for companies implementing products and services related to the new standard, researchers in several domains related to facial animation, as well as wider technical audience interested in new technologies and applications.· Essential reading for the Industry and research community especially engineers, researchers and developers.

        Download Description

        "One of the more revolutionary parts of the MPEG-4 International Standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This specification is a result of collaboration of experts with different backgrounds ranging from image coding and compression to video analysis, computer graphics, as well as speech analysis and synthesis, all sharing a common interest in computer simulation of humans. This book concentrates on the animation of faces. Features include: Sets the MPEG-4 FA specification against the historical background of research on facial animation and model-based coding and provides a brief history of the development of the standard itself. Comprehensive overview of the FA specification with the goal of helping the reader understand how the standard works, what the thinking is behind it, and how it is intended be used. Covers the implementation of the standard on both the encoding and decoding side. Presents several face animation techniques for MPEG-4 FA decoders, as well as architectures for building applications based on the standard. Brings together a collection of applications using the MPEG-4 FA specification. Includes a standard benchmark method for assessing the quality of MPEG-4 FA decoders. The MPEG-4 FA specification is suitable for a wide range of applications not only in telecommunications and multimedia, but also in fields like computer animation and human-computer interfaces. This book will be a valuable companion for practitioners implementing applications based on the MPEG-4 FA specification and those who wish to understand the standard and its implications."
        Multimedia Content Analysis and Mining: International Workshop, MCAM 2007, Weihai, China, June 30-July 1, 2007, Proceedings (Lecture Notes in Computer Science)
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          Multimedia Content Analysis and Mining: International Workshop, MCAM 2007, Weihai, China, June 30-July 1, 2007, Proceedings (Lecture Notes in Computer Science)

          Manufacturer: Springer
          ProductGroup: Book
          Binding: Paperback

          Distributed DatabasesDistributed Databases | Databases | Computers & Internet | Subjects | Books
          CompressionCompression | Algorithms | Programming | Computers & Internet | Subjects | Books
          GeneralGeneral | Graphics & Multimedia | Programming | Computers & Internet | Subjects | Books
          GeneralGeneral | Networks, Protocols & APIs | Networking | Computers & Internet | Subjects | Books
          Scheduling & E-mailScheduling & E-mail | Microsoft | Computers & Internet | Subjects | Books
          GeneralGeneral | Computers & Internet | Subjects | Books
          GeneralGeneral | Software | Computers & Internet | Subjects | Books
          GeneralGeneral | Web Design | Web Development | Computers & Internet | Subjects | Books
          Web ServicesWeb Services | Web Development | Computers & Internet | Subjects | Books
          ASIN: 3540734163

          Book Description

          This book constitutes the refereed proceedings of the International Workshop on Multimedia Content Analysis and Mining, MCAM 2007, held in Weihai, China in June/July 2007.

          The 46 revised papers presented together with 13 invited papers were carefully reviewed and selected from 139 submissions. The papers cover a wide range of topics, including all aspects of multimedia in entertainment, commerce, science, medicine, and public safety. Fields addressed are multimedia analysis and applications, multimedia search and mining, p2p streaming, and security.

          FORNIX/LIPSINC TO DEVELOP 3D FACIAL ANIMATION WITH TTS.: An article from: Multimedia Publisher
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            FORNIX/LIPSINC TO DEVELOP 3D FACIAL ANIMATION WITH TTS.: An article from: Multimedia Publisher

            Manufacturer: Worldwide Videotex
            ProductGroup: Book
            Binding: Digital

            GeneralGeneral | Business & Investing | Subjects | Books
            GeneralGeneral | Business & Investing | Subjects | e-Docs | Formats | Books
            ASIN: B0008IFCTI
            Release Date: 2005-07-28

            Book Description

            This digital document is an article from Multimedia Publisher, published by Worldwide Videotex on December 1, 2001. The length of the article is 808 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.

            Citation Details
            Title: FORNIX/LIPSINC TO DEVELOP 3D FACIAL ANIMATION WITH TTS.
            Publication: Multimedia Publisher (Newsletter)
            Date: December 1, 2001
            Publisher: Worldwide Videotex
            Volume: 12 Issue: 12 Page: NA

            Distributed by Thomson Gale

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