• Facial Animation
    • currently, most virtual humans will simply morph their facial vertices between pre-defined expressions. That's a reasonable approximation for some applications, but others (i.e. simulation of chewing food) obviously requires an articulated jaw at the very minimum
    • like the shoulder, this could be adressed with a bone/muscle simulation.
    • Facial animation page at UCSC Perceptual Science Laboratory
    • Layered Compositing of Facial Expression
      • SIGGRAPH 1997 technical sketch, Ken Perlin
  • Lips and Tongue
    • we need to go beyond simple morphing of facial skin vertices if we want to allow for realism for actions like talking and eating.
    • Sumit Basu - A Three-Dimensional Model of Human Lip Motion (1997)
    • "there is a device that is used in speach therapy. It is a plate of sensors that is attached to the upper palate. It reads the position of the tounge against it during speach. The display is a 2d map of active sensors. So it would not be an ideal solution but could be a start. Also the speeds are incredible. The main drawback is that it has to be custom made for each mouth."