| Filename | Latest commit message | Latest commit date |
|---|---|---|
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 | ||
Volumetric / 4D Splat Conformance Corpus
Vectors for the volumetric extension (wai.splat.4d). The criterion is
frame-state-equivalence: given the same temporal-splat clip, a
conforming sink MUST reconstruct the identical Gaussian set at every
frame, hence the identical BLAKE3 — on every machine, no tolerance
parameter. The temporal counterpart of the static splat, with the
single cloud replaced by per-Gaussian keyframed tracks.
Each Gaussian carries a track of keyframes (frame, position, scale,
rotation quaternion, color, opacity, all wai.det.fixed64); the sink
interpolates linearly in the Fx floor at any frame. The frame hash is
BLAKE3(domain || frame || n_gaussians | per-Gaussian 14×i64). The
render of that set (EWA splatting, sort, blend) is the sink's
presentation, never in the hash.
Clips are self-contained, so each vector is a .w4ds container + its
per-frame expected hashes.
Layout
vectors/<name>.w4ds— theW4DScontainer (contract + Gaussian tracks).expected_hashes.json— per clip:n_gaussians,n_frames,clip_hash, andframes[]={frame, hash}for every frame.
Vectors:
orbit— two Gaussians swap x positions across 12 frames.pulse— one Gaussian scales up and fades out across 10 frames.morph— one Gaussian shifts color red → cyan across 8 frames.
Running
cd ../wai-rs
cargo run --features splat4d --bin wai_splat4d_vectors -- verify ../volumetric-conformance
cargo run --features splat4d --bin wai_splat4d_vectors -- gen ../volumetric-conformance # regenerate
Pass = clip-hash and every frame-hash equality.