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), 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, not pixels. The sink is a computer: it 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 fixed-point floor
Worlds, spatial audio, haptics, state feeds and avatars each define an equivalence over integer state, checked against a published conformance corpus (for a sound scene, given its sources' decoded samples).
Read the avatars extension text on this site.