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]>
45 lines
2 KiB
Markdown
45 lines
2 KiB
Markdown
# Avatars Conformance Corpus
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Vectors for the avatars extension (`wai.avatar.pose`). The criterion is
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**pose-equivalence**, a special case of replay-equivalence: given the
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same world container and the same signed animation op set, a conforming
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sink MUST compute the identical BLAKE3 **state hash** at every
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checkpoint — on every machine, no tolerance parameter. The state is the
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set of per-bone **local transforms** (parent + translation + rotation
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quaternion + scale, all `wai.det.fixed64`); the forward-kinematics
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composition into world space and the skinning of a `wai.mesh.glb` are
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the sink's presentation, never in the hash.
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The container is the worlds `WWLD`; the sim is `wai.world.sim.skeletal0`
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(the identity step — a pose changes only when a signed op sets a joint).
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Mutations: `CREATE` / `DELETE` / `SET_ROTATION` / `SET_TRANSLATION` /
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`SET_SCALE`, all LWW. The floor is trig-free: rotations are carried as
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quaternions; axis-angle authoring happens off-line in the generator.
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## Layout
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- `vectors/<name>.wwld` — a sealed `wai.world.replay` avatar; the
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manifest carries its per-tick checkpoint hashes.
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- `vectors/<name>.ops` — a raw animation op log delivered against
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`scene.wwld` in an adversarial arrival order; the manifest carries the
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one `final_hash` every conformant sink must reach.
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- `expected_hashes.json` — per vector: `type`, and the expected hashes.
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Vectors:
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- `arm_wave` — a 3-bone arm (shoulder → elbow → wrist) waving: the
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shoulder and elbow rotate about z over four frames.
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- `humanoid` — a 5-bone humanoid stub (pelvis → spine → head; spine →
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l_arm, r_arm) struck into a pose: the right arm raises and the head
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turns.
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- `arm_wave_shuffled_{1,2,3}` — the arm-wave op stream in three seeded
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shuffles; all converge to the sealed final pose hash.
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## Running
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```
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cd ../wai-rs
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cargo run --features world --bin wai_avatar_vectors -- verify ../avatar-conformance
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cargo run --features world --bin wai_avatar_vectors -- gen ../avatar-conformance # regenerate
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```
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Pass = checkpoint/final hash equality.
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