pixeldestrukt

work shipping

Pixelmap engine

A pixel-mapping renderer that takes fixture geometry as input and outputs sACN, with power budgeting built into the render loop.

Status
shipping
Year
2026
Stack
C++, GLSL, sACN, Art-Net

What it does

Takes a physical fixture layout — strips, panels, arbitrary point clouds — and renders realtime content onto it, sampling a texture per pixel position rather than treating each fixture as a separate video surface. Output goes out as sACN/E1.31 or Art-Net.

Why it exists

Off-the-shelf pixel mappers assume your fixtures form rectangles. Scenic LED rarely does. A staircase handrail, a hanging matrix with gaps in it, a dome — each needs the content sampled at the real position of each pixel, which means geometry has to be first-class input, not a grid approximation.

Notable pieces

  • Geometry from CSV or JSON. Each pixel carries a position, a universe and a channel offset. Layouts come out of the same spreadsheet used to order cable.
  • Power budgeting in the loop. Total draw is computed per frame and the output is scaled to stay under a configured ceiling, so a white frame browns nothing out. Scaling is perceptual, not linear.
  • Per-zone frame rates. Slow architectural zones run at 30 fps while strobe zones run at 60, cutting packet rate without a visible cost.
  • Unicast or multicast per node, because the switch in the rack is not always the switch you specified.

Status

In use on live work. The geometry format and the power-budget stage are the parts I would call finished; the patch editor is still a text file.