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This page is the demo

Volumetric video.
Ship the cloud's motion, not the light-field.

The frontier of "video": a scene that is volumetric and moves. A wai.splat.4d carries a moving Gaussian cloud as per-Gaussian keyframed tracks — position, scale, rotation, color, opacity over time — not a recorded light-field. Your browser interpolates the cloud at any frame with the same deterministic Rust engine (compiled to WASM) that made the conformance corpus, and re-derives every frame's Gaussian-set hash: frame-state-equivalence, the temporal counterpart of the static splat. Scrub the frame slider — the cloud is reconstructed, Gaussian by Gaussian, in the fixed-point floor.

gaussians render frame hash clip hash

Motion as instructions

A frame is the cloud interpolated from keyframed tracks — the wire carries the trajectories, the sink reconstructs the Gaussians. The render of that set — EWA splatting, depth sort, alpha blend — is the sink's; here it's a simple 2D projection, but the verified object is the cloud, not the pixels.

Frame-state-equivalence

Reconstruction is bit-exact: the wai.det.fixed64 floor, linear interpolation of each Gaussian's keyframes. The Gaussian set at frame N hashes to one BLAKE3 on every machine — the temporal counterpart of the static splat, with no tolerance parameter.

Honest about size

Volumetric is heavy — a real cloud is megabytes. The win is the same as the static splat: content-addressing, dedup, one signed envelope, and a verifiable per-frame state — not payload reduction. We say that plainly.

Reference engine + conformance corpus in the open-standards repo; Apache-2.0. The cloud drawn here is the verified frame state, rendered with a real anisotropic EWA splat pipeline on WebGPU (2D fallback where WebGPU is unavailable — see the render readout). The bloom clip animates a genuine Niantic-SPZ cloud (the same Gaussians the static-splat asset ships, round-tripped through the SPZ library) — real cloud, authored motion; the win is a verifiable per-frame state, not capture fidelity.