We describe a methodology and framework to simulate facial animation and sk
in aging, taking into account skin texture and wrinkle dynamics. We split t
he facial simulation process into facial surface deformation and wrinkle ge
neration. The first of these is based on a three-layered facial structure (
muscle, connective tissue, and skin layers). The layer of B-spline patch mu
scles provides the relevant contraction forces to enable the skin deformati
on, while the layer of connective tissues constrains the range of skin move
ment. The wrinkle generation uses a synthetic texture, and wrinkles are for
med dynamically, thanks to a linear plastic model. The wrinkle generation a
nd rendering can be incorporated into real-time facial animation systems.