open-standards/wai/avatar-conformance/README.md
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

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# 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.