Astral Interactive
Projection floors and walls that read the room correctly
Camera-tracked projection installations all face the same trap: the camera can see what the projector is throwing onto the surface, and starts reacting to its own output. The usual fixes are a neural net (expensive, slow, and still fooled) or careful room lighting (fragile, and impossible in a real venue).
Ours is a filtering stack instead: a band-pass threshold, temporal coherence across frames, and explicit guards against the halo and the ghosted background that projection produces. It is deterministic, it runs on modest hardware, and it has been verified on a real rig rather than only in a lab.
On that foundation sit the actual installations — a ball game for walls, a multi-touch paint mode with brush and pencil tools, a football mode where the ball carries momentum from the kick, and a mode where a child colours a paper character, shows it to the camera, and watches their own colouring walk onto the wall. A scene editor ties them together so a venue can build its own configurations.
At a glance
- Engine
- Godot 4
- Detection
- OpenCV filtering stack
- Input
- Camera tracking, multi-touch
- Platform
- Windows
What it does
Projection-immune detection
Band-pass threshold, temporal coherence, and halo/ghost guards — not a neural net, and not dependent on room lighting.
Wall Ball
The classic wall game, tuned so that hits register the way players expect.
Paint mode
Multi-touch brush and pencil, with saved camera calibrations per venue.
Football mode
The ball takes momentum from the kick and stays in play.
Living drawings
Colour a character on paper, show it to the camera, and the character appears on the wall in your colours.
Scene editor
Venues build and save their own scene configurations without touching code.