1 Scope
2 Normative references
3 Symbols and abbreviated terms
4 Animation Framework eXtension (AFX)
4.1 Introduction
4.2 The AFX model
4.3 Geometry tools
4.3.1 Introduction
4.3.2 Non-Uniform Rational B-Spline (NURBS)
4.3.3 Subdivision surfaces
4.3.4 MeshGrid representation
4.3.5 Particle systems
4.4 Solid representation
4.4.1 Solid modeling node
4.4.2 Scripting extensions for solid modeling
operations
4.4.3 Examples
4.5 Texture tools
4.5.1 Introduction
4.5.2 Depth Image-Based Representation
4.5.3 Light-field mapping
4.6 Modeling tools
4.6.1 NonLinearDeformer
4.6.2 Free-form deformations
4.7 Generic skeleton, muscle and skin-based model
definition and animation
4.7.1 Generic skeleton, muscle and skin-based
model definition
4.7.2 Generic skeleton, muscle and skin-based
model animation
5 Bitstream specification
5.1 Wavelet Subdivision Surfaces
5.1.1 Downstream syntax
5.1.2 Upstream syntax (for backchannel)
5.2 MeshGrid stream
5.2.1 Overview
5.2.2 The Bitstream structure
5.2.3 Decoder
5.3 Depth Image-Based Representation
5.3.1 Octree Compression
5.4 Compressed Bone-based animation
5.4.1 Bone-Based Animation stream encapsulation
within BIFS-Anim
5.4.2 Bone-Based Animation stream definition
5.5 AFX Generic Backchannel
5.5.1 Usage of the backchannel
5.5.2 BackChannel Access Unit
5.5.3 BackChannelCommand
Annex A (normative) Wavelet Mesh Decoding Process
A.1 Overview
A.2 Base mesh
A.3 Definitions and notations
A.4 Bitplanes extraction
A.5 Zero-tree decoder
A.6 Synthesis filters and mesh reconstruction
A.7 Basis change
Annex B (normative) MeshGrid Representation
B.1 The hierarchical multi-resolution MeshGrid
B.1.1 Relation between the resolution level
of the mesh and the number of
reference-surfaces
B.1.2 Relation between ROIs and Tiles
B.1.3 Relation between the resolution level
of the grid and the number of
reference-surfaces
B.2 Scalability Modes
B.2.1 The mesh resolution scalability
B.2.2 The scalability in shape precision
B.2.3 The vertex position scalability
B.3 Animation Possibilities
B.3.1 Vertex-based animation
B.3.2 Rippling effects, changing the offsets
B.3.3 Animation of the reference-grid points
Annex C (informative) MeshGrid representation
C.1 Representing Quadrilateral meshes in the MeshGrid
format
C.2 IndexedFaceSet models represented by the MeshGrid
format
Annex D (informative) Solid representation
D.1 Overview
D.2 Solid Primitives
D.3 Arithmetics of Forms
D.3.1 General Arithmetic Operators on Densities
D.3.2 Ternary Logic : The Kleene Operators
D.3.3 Densities Filtering
Annex E (normative) Light-field mapping framework
Annex F (informative) Generic skeleton, muscle and skin-based
model definition and animation: XMT compliant animation
file format
F.1 "bone" animation mask and animation values
F.2 "muscle" animation mask and animation values
F.3 Frame mask and frame values representation
F.4 XSD for BBA file
Annex G (informative) Face and Body animation: XMT compliant
animation and encoding parameter file format
G.1 XSD for FAP file format
G.2 XSD for BAP file format
G.3 XSD for EPF
Annex H (normative) Node coding tables
Annex I (informative) Patent statements
Bibliography