Those folks relied on a markerless system that used a well-lit, multi-camera system to overcome occlusion, with anchor frames acting as staples in the success of its capture abilities. J. Rafael Tena et al. developed "a method that not only translates the motions of actors into a three-dimensional face model, but also subdivides it into facial regions that enable animators to intuitively create the poses they need." Naturally, this one's most useful for animators and designers, but the first system detailed is obviously gunning to work on lower-cost devices -- Microsoft's Kinect was specifically mentioned, and it doesn't take a seasoned imagination to see how in-home facial scanning could lead to far more interactive games and augmented reality sessions. The full shebang can be grokked by diving into the links below, but we'd advise you to set aside a few hours (and rest up beforehand).
Researchers demo 3D face scanning breakthroughs at SIGGRAPH 2011