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Project overview · 2 MIN READ

Lighting the Room Like a Software Instrument

An accessible tour of the authoring model, rendered output, and two-lane music control behind DungeonOPC.

Design the light before the wiring

Imagine painting one moving image and letting an entire room perform it. DungeonOPC uses a Unity scene as that shared canvas: geometry, lights, animation, Timeline sequences, and procedural effects become the material for a physical lighting installation. Artists can shape the atmosphere before worrying about packets or individual fixtures.

A conceptual view of DungeonOPC's rendering-to-fixtures pipeline, where one authored visual field is sampled into distinct architectural light paths.

Concept illustration for dungeonopc; not a product screenshot.

A virtual stage with a physical output

The bridge from virtual space to physical light is a rendered camera view. DungeonOPC samples configured paths from that image, converts the resulting colors into Open Pixel Control frames, and sends them to the installation's fixture outputs. The same visual composition can therefore travel across strips, beams, overhead edges, floor elements, and other pixel objects while retaining a coherent sense of space.

From canvas to room

The camera image is the shared source; configured sample paths turn it into physical light.

flowchart TD
    Scene[Unity scene] --> Image[Rendered camera image]
    Image --> Paths[Configured sample paths]
    Paths --> OPC[OPC frames]
    OPC --> Room[Physical fixtures]

Letting music shape the room

Music enters the system through two complementary lanes. Structured playback information supplies tempo, color direction, intensity, cues, and other semantic guidance, while a compact realtime audio stream carries full-spectrum, low-, mid-, and high-frequency energy plus detected onsets. The local pattern orchestrator merges those signals, applies them only to the active visual layers, and lets each pattern interpret them according to its purpose: bass can widen a bloom, mids can drive movement, highs can add shimmer, and a beat can trigger a discrete impact.

The project now contains a substantial vocabulary of authored and procedural visuals, from restrained spotlights and gradient wipes to impact rings, pixel rain, thermal fields, and crystalline scatter. It also has a software-complete logical choreography layer for coordinating bounded motifs across named fixture zones. That work is deliberately described as awaiting terminal Unity, deployed-system, and physical calibration acceptance; the project's documentation distinguishes implemented software from claims that require evidence from the real room.

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