open-standards/wai/avatar-conformance/README.md
Transaction Science 46c5688b86 wai: the WAI open standard — full cargo-class surface + provenance
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]>
2026-06-13 22:28:51 -04:00

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 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.