| Filename | Latest commit message | Latest commit date |
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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]>
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| .. | ||
| vectors | ||
| expected_hashes.json | ||
| README.md | ||
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 sealedwai.world.replayavatar; the manifest carries its per-tick checkpoint hashes.vectors/<name>.ops— a raw animation op log delivered againstscene.wwldin an adversarial arrival order; the manifest carries the onefinal_hashevery 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.