Facial Animation in 3D, Games, and Extended Realities

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3D animation
A01=Amrinder Singh Romana
AI
animation
AR
Author_Amrinder Singh Romana
Category=A
Category=UB
Category=UGG
Category=UGN
Category=UMK
Category=UY
computer graphics
digital human modeling
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
expressive avatars
facial animation
facial performance capture workflows
forthcoming
game development
games
immersive media design
machine learning
motion capture technology
real-time animation techniques
VR

Product details

  • ISBN 9781032813479
  • Dimensions: 178 x 254mm
  • Publication Date: 04 Aug 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

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, he is currently Head of School at MetStudios, BIMM University, where he leads curriculum development across animation, games, VFX, and emerging forms of screen production.

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