Facial Animation in 3D, Games, and Extended Realities
Language: English
Published by Taylor and Francis Ltd, GB, 2026
- Softcover
- New

Seller: Rarewaves.com USA, London, London, United KingdomRarewaves.com USA
AbeBooks seller since June 11, 2025
Condition: New
US$ 88.19
Quantity: 1 available
Add to basketItem description from seller
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.…
Seller Inventory # LU-9781032813479
- Title
- Facial Animation in 3D, Games, and Extended Realities
- Author
- Amrinder Singh Romana
- Publisher
- Taylor and Francis Ltd, GB
- Publication year
- 2026
- Condition
- New
- Binding
- Paperback
- Language
- English
- ISBN 10
- 1032813474
- ISBN 13
- 9781032813479
- Item weight
- 370 grams
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.
About the Author
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 the title" may belong to another edition of this title.
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