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.
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.