open-standards/wai/avatar-conformance
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Transaction Science df20c392d8 wai: interactive + temporal cargo classes, provenance, telepresence
Adds the "carries whatever it can reconstruct, verifies whatever it
carries" surface on top of the existing neural/codec WAI. All builds
green against this base (wai-rs all-features tests + clippy, wai-web
wasm, wai-spz-gen, wai-relay).

Reconstruct half — each a spec + conformance corpus + in-tab browser
sink that re-derives the corpus hash, over one wai.det.fixed64 floor:
  - interactive worlds      replay-equivalence   (3 sim registrants,
    relay multiplayer, session receipts, glTF + real-SPZ assets)
  - spatial audio           mixdown-equivalence
  - haptics                 sample-equivalence
  - state-feeds             replay-equivalence  (non-physics sim)
  - avatars / digital humans  pose-equivalence  (+ telepresence)
  - volumetric / 4D splats  frame-state-equivalence (WebGPU EWA render)

Verify half (lever 4):
  - asset provenance — signed, energy-accounted lineage for opaque
    captured content WAI does not reconstruct; tamper-evident in-tab.

Cross-cutting: per-class JWP receipt profiles; a native energy meter
(IOReport via macmon, no sudo) emitting receipts with real measured
joules. Codecs gated behind a `codecs` feature (default on) so the
world/wasm sinks build without the C codec chain.

Excludes the separately-evolving neural subsystem (semantic path, GLC
rANS, ONNX tooling) to avoid reverting newer origin work.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-13 23:16:42 -04:00
..
vectors wai: interactive + temporal cargo classes, provenance, telepresence 2026-06-13 23:16:42 -04:00
expected_hashes.json wai: interactive + temporal cargo classes, provenance, telepresence 2026-06-13 23:16:42 -04:00
README.md wai: interactive + temporal cargo classes, provenance, telepresence 2026-06-13 23:16:42 -04:00

Avatars Conformance Corpus

Vectors for the avatars extension (wai.avatar.pose). The criterion is pose-equivalence, a special case of replay-equivalence: given the same world container and the same signed animation op set, a conforming sink MUST compute the identical BLAKE3 state hash at every checkpoint — on every machine, no tolerance parameter. The state is the set of per-bone local transforms (parent + translation + rotation quaternion + scale, all wai.det.fixed64); the forward-kinematics composition into world space and the skinning of a wai.mesh.glb are the sink's presentation, never in the hash.

The container is the worlds WWLD; the sim is wai.world.sim.skeletal0 (the identity step — a pose changes only when a signed op sets a joint). Mutations: CREATE / DELETE / SET_ROTATION / SET_TRANSLATION / SET_SCALE, all LWW. The floor is trig-free: rotations are carried as quaternions; axis-angle authoring happens off-line in the generator.

Layout

  • vectors/<name>.wwld — a sealed wai.world.replay avatar; the manifest carries its per-tick checkpoint hashes.
  • vectors/<name>.ops — a raw animation op log delivered against scene.wwld in an adversarial arrival order; the manifest carries the one final_hash every conformant sink must reach.
  • expected_hashes.json — per vector: type, and the expected hashes.

Vectors:

  • arm_wave — a 3-bone arm (shoulder → elbow → wrist) waving: the shoulder and elbow rotate about z over four frames.
  • humanoid — a 5-bone humanoid stub (pelvis → spine → head; spine → l_arm, r_arm) struck into a pose: the right arm raises and the head turns.
  • arm_wave_shuffled_{1,2,3} — the arm-wave op stream in three seeded shuffles; all converge to the sealed final pose hash.

Running

cd ../wai-rs
cargo run --features world --bin wai_avatar_vectors -- verify ../avatar-conformance
cargo run --features world --bin wai_avatar_vectors -- gen    ../avatar-conformance   # regenerate

Pass = checkpoint/final hash equality.