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This page is the demo

Digital humans.
Ship the pose, not the face.

A telepresence stream is a live world of one avatar. A wai.avatar.pose carries a signed stream of joint transforms — a skeleton's rotations, a few bytes a frame — not a recorded video of a face. The bones are nodes; the sink skins a wai.mesh.glb (its armature and skin weights) by the deterministic pose. Your browser replays the animation with the same deterministic Rust engine (compiled to WASM) that made the conformance corpus and re-derives the publisher's sealed BLAKE3 pose hash: pose-equivalence, a special case of replay-equivalence. Scrub the tick slider — the skeleton is reconstructed, joint by joint, in the fixed-point floor.

bones pose hash sealed hash

Motion as instructions

A frame is a set of signed joint rotations — kilobytes, not a megabit of pixels. The sink holds the rig and renders the body however it likes. The same op-log that drives a multiplayer world drives an avatar; a face-to-face call is a live world of one.

Pose-equivalence

The hashed state is the per-bone local transform (translation, rotation quaternion, scale) in the wai.det.fixed64 floor — trig-free: a rotation is carried as a quaternion, and quaternion math is + − × only. Forward kinematics and the skinning of the mesh are presentation, never in the hash — exactly where the mesh asset sits.

One floor, five cargo classes

The same fixed-point floor as worlds (replay), spatial audio (mixdown), haptics (sample), and state-feeds (replay). A moving body joins sight, hearing, touch, and live state under one standard — verified the same way, on any machine.

Reference engine + conformance corpus in the open-standards repo; Apache-2.0. The skeleton drawn here is the verified pose; a sink with a rigged mesh skins it — presentation, not conformance.