DISTRIBUTED CANVAS

More engines. Still one stage.

Add rendering and output capacity without turning one production into several independent shows. The Primary keeps ownership of the stage, programming and timing while Extended nodes contribute the playback and physical I/O required by the same Distributed Canvas.

Output Mapping showing physical outputs from multiple systems on the same Ascension stage

PRIMARY + EXTENDED

One authoritative production. Multiple playback resources.

The distributed system is built around ownership, not duplicate operation. Canvas, Pixel Spaces, routing and show programming remain authoritative on the Primary while participating nodes receive the configuration and commands required for their mapped responsibilities.

PRIMARY

Owns the event model.

Build Output Mapping, CueBoard, Timeline, layer states and distributed routing from the Primary operator environment.

EXTENDED

Contributes capacity.

An Extended system supplies playback and output resources to the same production instead of presenting another independent operator workflow.

MAPPING

Determines participation.

Only nodes whose physical outputs consume a Pixel Space need to render that part of the show.

CLOCK

Coordinates presentation timing.

Ascension's distributed clock and synchronized command scheduling are designed to keep participating playback nodes closely aligned.

MEDIA

Moves what the event needs.

Programming-aware asset distribution keeps Extended systems supplied with media used by the production.

RECOVERY

Tracks node identity and output state.

Saved node inventory and output topology help the Primary reconcile known Extended systems and replacement hardware during event setup.

FULL HAP-R / HAP Q / HAP Q ALPHA MASTER
LOCAL COVERAGE
REMOTE COVERAGE
PPrimary mapped region
EExtended mapped region

HAP-R + HAP Q RUNTIME ROI

Keep the master. Change the mapping.

For media optimized as HAP-R, HAP Q or HAP Q Alpha, participating nodes can receive the same complete optimized master. Ascension calculates the Pixel Space area a node's active mapped outputs actually consume and passes that region into the playback engine's HAP ROI path, so the node can concentrate decoding on the compressed texture blocks it needs rather than requiring a separately prepared crop.

  • The production master remains a complete asset
  • Node coverage is derived from the live output mapping
  • A small guard region protects the mapped decode boundary
  • When the node consumes the full Pixel Space, Ascension simply uses normal full-frame decode
See the optimization workflow →

DISTRIBUTED OUTPUT MAPPING

Remote hardware appears where the stage designer needs it.

The Primary's Output Mapping editor works with discovered physical output inventories from participating nodes. A display or SDI output on an Extended machine can be positioned against the same Pixel Spaces as local hardware.

  • Local and remote display inventories
  • DeckLink / SDI device discovery
  • Persistent device identity where supported
  • Saved per-event output topology
  • Explicit reset and rediscovery when the hardware layout changes
Ascension I/O Devices list containing outputs from more than one playback system

SYNCHRONIZATION

Designed for coordinated multi-node playback.

Ascension maintains its own distributed timing and command scheduling so the production can operate coherently across systems. Extended-node audio is disabled by default so the selected audio-owning Pixel Space can remain authoritative.

Deployment note

Network synchronization is not a substitute for hardware genlock when a production requires guaranteed scan-level frame lock across graphics or SDI devices. Ascension coordinates software playback timing; the final sync strategy should still match the physical display and I/O design.

REGISTRATION ACROSS THE STAGE

Alignment geometry follows the logical production.

The engine-generated registration grid can be enabled for selected Pixel Spaces so alignment geometry remains meaningful as a surface crosses output and node boundaries.

Explore registration tools →
Ascension registration grid controls for selected Pixel Spaces

ASCENSION DISTRIBUTED CANVAS

The audience sees one stage. The operator should too.