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    Facial Animation in 3D, Games, and Extended Realities

    Facial Animation in 3D, Games, and Extended Realities by Romana, Amrinder Singh;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 51.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        23 473 Ft (22 355 Ft + 5% VAT)
      • Discount 20% (cc. 4 695 Ft off)
      • Discounted price 18 778 Ft (17 884 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    21 125 Ft

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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 4 August 2026

    • ISBN 9781032813479
    • Binding Paperback
    • No. of pages200 pages
    • Size 254x178 mm
    • Language English
    • Illustrations 17 Illustrations, color; 17 Halftones, color
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    Short description:

    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.

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    Long description:

    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, the 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.

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    Table of Contents:

    Chapter 1 – Foundations of Facial Animation, Chapter 2 – Facial Animation in 3D Animation, Chapter 3 – Facial Animation in Video Games, Chapter 4 – Virtual Environments and Social Spaces, Chapter 5 – Augmented Reality and Facial Animation, Chapter 6 – Virtual Reality and Facial Animation, Chapter 7 – Technological Innovations and Tools in Facial Animation, Chapter 8 – Ethical and Futuristic Perspectives in Facial Animation

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