This paper proposes a deformation technique called Planar Bones, derived from Surface-oriented Free Form Deformations, and explores its application to the context of Facial Animation. The warping method proposed uses as the control input a polygonal mesh, which is built as a triangulation of the Feature Points defined by MPEG-4. A strong correspondence between the facial geometry and this control structure is maintained throughout the animation, overcoming the issues of many of the current systems defined using this standard.
Manuel A. Sánchez Lorenzo, Steve C. Maddock