The real-time AI
avatar glossary.
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All terms
50 terms
A
Acoustic echo cancellation removes the avatar’s speaker output from the microphone signal using a playback reference.
Audio & streamingAudio BackpressureAudio backpressure is flow control applied when a producer generates audio faster than downstream components can consume it.
Audio & streamingAudio ChunkingAudio chunking divides a continuous speech stream into ordered blocks that can be processed incrementally.
Audio & streamingAudio PrebufferingAudio prebuffering accumulates a minimum amount of media before playback or downstream processing begins.
Audio & streamingAudio ResamplingAudio resampling converts a signal from one sample rate to another while preserving its perceived timing and content.
Audio & streamingAudio Sample RateSample rate is the number of audio samples captured or represented per second, measured in hertz.
Sessions & reliabilityAudio-Only FallbackAudio-only fallback continues speech playback when avatar animation or rendering is unavailable.
Performance & playbackAudio-Video SynchronizationAudio-video synchronization aligns avatar motion with the corresponding moments in speech playback.
Rendering & runtimeAvatar Asset BundleAn avatar asset bundle packages the meshes, textures, rig data, animations, and metadata needed to render an avatar.
Rendering & runtimeAvatar Asset PreloadingAvatar asset preloading fetches and prepares required resources before the avatar must first appear or speak.
Rendering & runtimeAvatar Frame RateAvatar frame rate is the number of visual frames actually presented per second.
Motion & lip syncAvatar Motion FrameAn avatar motion frame is a timestamped set of pose or facial-control values representing one instant of animation.
Rendering & runtimeAvatar Render LoopAn avatar render loop repeatedly updates animation state and submits the next visual frame for display.
Sessions & reliabilityAvatar SessionAn avatar session is a bounded runtime context containing configuration, authentication, connection, and conversational state.
Audio & streamingAvatar Speech AudioAvatar speech audio is the speech signal the avatar should perform, normally the output of a TTS system rather than the user’s microphone.
B
A bandwidth budget is the planned sustained and peak network allowance for one avatar session.
Timing & turn-takingBarge-InBarge-in allows a user to interrupt an avatar’s active response by speaking.
Performance & playbackBuffer UnderrunA buffer underrun occurs when playback consumes all ready media before the next required data arrives.
C
Coarticulation is the way neighboring speech sounds influence the mouth movement used to produce each sound.
Sessions & reliabilityConnection StateConnection state is an explicit representation of a runtime connection’s current lifecycle status.
Sessions & reliabilityConversation IDA conversation ID is a stable identifier for one multi-turn interaction between a user and an avatar.
Timing & turn-takingConversational OverlapConversational overlap occurs when the user and avatar speak at the same time.
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M
P
P95 latency is the value at or below which 95 percent of measured latency observations fall.
Audio & streamingPCM16 AudioPCM16 is uncompressed linear audio represented as signed 16-bit samples.
Motion & lip syncPhoneme-to-Viseme MappingPhoneme-to-viseme mapping converts linguistic speech-sound labels into visible mouth-shape categories.
R
S
Semantic endpointing uses linguistic context to predict whether a speaker’s thought is complete.
Sessions & reliabilitySession TokenA session token is a short-lived credential that authorizes an avatar client without exposing a permanent backend API key.
Rendering & runtimeShader WarmupShader warmup compiles and links graphics programs before their first visible use.
Motion & lip syncSpeech-Driven AnimationSpeech-driven animation generates timed facial or body movement from features in a spoken audio signal.
T
Time to first audio is the interval from a defined request boundary to the first audible sample of the avatar’s response.
Performance & playbackTime to First MotionTime to first motion is the interval from a declared speech-input boundary to the first usable or visible avatar motion.
Sessions & reliabilityToken ExpirationToken expiration is the time after which a session credential is no longer accepted.
Audio & streamingTTS Generation SpeedTTS generation speed is how quickly synthesized audio is produced relative to the duration of the resulting speech.
Timing & turn-takingTurn-TakingTurn-taking is the control logic that decides whether the user or avatar currently holds the conversational floor.
V
W
WebAssembly avatar rendering uses a compiled browser module for performance-sensitive runtime logic alongside a web graphics API.
Rendering & runtimeWebGL Context LossWebGL context loss occurs when the browser invalidates a page’s GPU rendering state and resources.