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.
Contact
Questions, bug reports, or notes on anything here: hello@pixeldestrukt.com.