Video · Light · Embedded
I build the systems
that make the pixels move.
Pixeldestrukt is the technical side of my practice: the software, hardware and signal plumbing behind live visuals. Realtime graphics, LED pixel mapping, projection systems and the embedded devices that drive them.
The performance work — sets, shows, residencies — lives at bl1t.com. This is where the tools get built, documented and occasionally taken apart in public.
01 Domains
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Projection
Mapping, warping and blending across irregular surfaces. Multi-output playback, edge blend, keystone correction, geometry that survives load-in.
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LED
Pixel mapping at scale. sACN and Art-Net distribution, addressable strip and panel driving, power and data topology that does not brown out on a white frame.
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Realtime graphics
GLSL, compute passes, feedback systems. Custom generators and effect chains that run at frame rate on the hardware actually in the booth.
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Embedded
Microcontroller firmware for controllers, sensors and drivers. Timing-critical output, DMX and MIDI interfaces, devices that boot into showtime.
02 Selected work
All work →-
vj-show
A browser player for running generative visuals unattended across several displays, frame-synced over WebRTC with no pixels on the wire.
- WebGL2
- GLSL
- WebRTC
- JavaScript
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voxeled
Open volumetric LED show control — describe a piece once (every LED's position, normal and wiring), see it as it will really look, drive it over Art-Net / DDP / sACN, and let other tools perform through it.
- JavaScript
- three.js
- WebGL
- Art-Net
- DDP
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Pixelmap engine
A pixel-mapping renderer that takes fixture geometry as input and outputs sACN, with power budgeting built into the render loop.
- C++
- GLSL
- sACN
- Art-Net
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bl1t core
The realtime graphics engine behind my performance work — a shader-graph compositor with MIDI-mapped control and no startup wizard.
- C++
- GLSL
- OSC
- MIDI
- NDI