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]>
75 lines
2.5 KiB
Rust
75 lines
2.5 KiB
Rust
//! Browser sink for `wai.splat.4d` — the volumetric extension.
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//!
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//! Not a port: it binds the same `wai` engine native sinks run. The sink
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//! reconstructs the Gaussian cloud at a frame in the deterministic floor
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//! and checks its hash against the corpus (frame-state-equivalence); the
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//! page renders the reconstructed set. `frame()` returns a flat f32
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//! buffer (14 per Gaussian: position, scale, rotation quaternion, color,
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//! opacity) — the cloud the EWA renderer draws. The pose is exact `Fx`;
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//! only this display projection is float.
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use wasm_bindgen::prelude::*;
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use wai::splat4d::Splat4dClipData;
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#[wasm_bindgen]
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pub struct Splat4dSink {
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clip: Splat4dClipData,
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}
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fn hex(b: &[u8]) -> String {
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b.iter().map(|x| format!("{x:02x}")).collect()
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}
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#[wasm_bindgen]
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impl Splat4dSink {
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#[wasm_bindgen(constructor)]
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pub fn new(w4ds: &[u8]) -> Result<Splat4dSink, JsError> {
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Ok(Splat4dSink {
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clip: Splat4dClipData::from_bytes(w4ds).map_err(|e| JsError::new(&e.to_string()))?,
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})
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}
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pub fn n_gaussians(&self) -> u32 {
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self.clip.contract.n_gaussians
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}
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pub fn n_frames(&self) -> u64 {
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self.clip.contract.n_frames
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}
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pub fn frame_rate(&self) -> u32 {
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self.clip.contract.frame_rate
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}
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pub fn clip_hash_hex(&self) -> String {
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hex(&self.clip.clip_hash())
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}
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/// Frame-state-equivalence quantity at `frame` — the BLAKE3 of the
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/// reconstructed Gaussian set, computed by the corpus-generating code.
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pub fn frame_hash_hex(&self, frame: u64) -> String {
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hex(&self.clip.frame_hash(frame))
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}
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/// The reconstructed cloud at `frame`: 14 f32 per Gaussian —
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/// `[x,y,z, sx,sy,sz, qx,qy,qz,qw, r,g,b,a]`. The render's job is the
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/// sink's; this is the verified state, projected to f32 for the GPU.
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pub fn frame(&self, frame: u64) -> Box<[f32]> {
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let states = self.clip.reconstruct_frame(frame);
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let mut out = Vec::with_capacity(states.len() * 14);
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for s in &states {
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for v in s.pos {
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out.push(v.approx_f64() as f32);
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}
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for v in s.scale {
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out.push(v.approx_f64() as f32);
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}
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for v in s.rot {
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out.push(v.approx_f64() as f32);
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}
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for v in s.color {
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out.push(v.approx_f64() as f32);
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}
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out.push(s.opacity.approx_f64() as f32);
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}
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out.into_boxed_slice()
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}
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}
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