Commit the WAI standard source: a content + capability-dispatch standard
whose thesis is "carries whatever it can reconstruct, verifies whatever
it carries." Source only — large vendored/model assets and build output
are gitignored.
Reconstruct classes (each: spec + conformance corpus + in-tab browser
sink that re-derives the corpus hash, one wai.det.fixed64 fixed-point
floor, one *-equivalence apiece):
- interactive worlds (replay-equivalence) + 3 sim registrants,
multiplayer over a relay, 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 over the relay
- volumetric / 4D splats (frame-state-equivalence) + WebGPU EWA render,
real-SPZ-derived clip
Verify half (lever 4):
- asset provenance: a signed, energy-accounted lineage for opaque
captured content WAI does not reconstruct; tamper-evident, in-tab.
Cross-cutting: JWP receipt profiles per class; a native energy meter
(IOReport via macmon, no sudo) emitting receipts with REAL measured
joules; the learned-image/neural codec family and JPEG AI entropy port
from earlier work.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
2 KiB
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.