Astral Interactive

Projection floors and walls that read the room correctly

AvailableInteractiveWindows

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.