pixeldestrukt

About

About

I design and build the technical layer of live visual work: the renderers, the pixel maps, the controllers, the cabling diagrams, the firmware that has to come up clean five minutes before doors.

Most of what I make falls into four buckets.

Realtime graphics

Custom generators and effect chains in GLSL and C++, built to run at frame rate on whatever machine is actually going to be in the booth — not on a workstation with a spare 300 watts. Feedback systems, multi-pass compositing, ISF-compatible shaders, and integration with the usual suspects (Resolume, TouchDesigner, Syphon/Spout, NDI).

LED systems

Pixel mapping from the fixture layout up: sACN/E1.31 and Art-Net universe planning, addressable strip and panel driving, power injection topology, and the unglamorous arithmetic of what happens when every pixel goes white at once.

Projection

Warping, blending and mapping onto surfaces that were not designed to be projected on. Multi-output playback, edge blend calibration, geometry that survives being bumped during load-in.

Embedded

Firmware for controllers, sensors and drivers — ESP32, RP2040, Teensy, bare STM32 — with the timing discipline that DMX and addressable LED protocols demand. Devices that boot into showtime rather than into a setup wizard.

Working together

I take on technical direction, custom tool development, and system design for installations and touring productions. If you have a surface, a signal chain or a control problem that does not fit off-the-shelf gear, that is the interesting case.

Reach me at hello@pixeldestrukt.com.