LUMA

Glossary

Canonical terminology used throughout the Luma codebase and documentation

This glossary defines the canonical terms used throughout Luma's codebase and documentation.

Data Flow

Library (syncs to cloud)              Venues (per-room)
|-- Patterns                          |-- Patched Fixtures
|   '-- Implementations (graphs)      |   |-- DMX Universe + Address
|-- Tracks                            |   '-- 3D Position + Rotation
|   |-- Beats (BPM, beat grid)        |-- Groups
|   |-- Stems (drums/bass/vocals)     '-- Scores
|   |-- Roots (chord analysis)            '-- Annotations (Track Scores)
|   '-- Waveforms                             |-- Pattern reference
'-- Categories                                |-- Time range + z-index
                                              |-- Blend mode
                                              '-- Argument values

Core Concepts

Venue

A project container representing a physical space. Contains fixture patches, groups, and scores. Venues translate abstract patterns into concrete hardware instructions.

Patched Fixture

A fixture instance assigned to a venue at a specific DMX universe and address, with 3D position and rotation.

An independently-controllable segment of a multi-head fixture. A pixel bar with 12 pixels has 12 heads. A simple par can has 1 head. Head positions are computed from the fixture definition's physical dimensions and the fixture's 3D placement.

  • Addressing: fixture_id:head_index (e.g., "abc123:0", "abc123:1")

DMX Universe

A group of 512 DMX channels (addresses 1-512). Standard DMX-512 protocol term. A venue can span multiple universes.

Group

A logical collection of fixtures organized by role and spatial position, not by DMX address. Groups are the bridge between abstract patterns and physical hardware -- they enable venue portability. Each group has a descriptive snake_case name (e.g., front_wash, floor_ring, back_movers).

  • Spatial Axes: axis_lr (left/right), axis_fb (front/back), axis_ab (above/below) -- each -1.0 to +1.0

Selection Expression

A boolean query over group names used by pattern Selection arguments to target fixtures. Operators: & (AND), | (OR), ^ (XOR), ~ (NOT), > (fallback), with parentheses for grouping.

Examples: front_wash & left_truss, floor_ring & ~dj_booth, strobes > front_wash.

Pattern

A reusable, venue-agnostic light behavior defined as a visual node graph. Contains one or more implementations (graph versions).

Implementation

A specific node graph version of a pattern. Contains the serialized graph (nodes, edges, pattern arguments).

Graph

The node-and-edge data flow graph within an implementation. Nodes are processing units, edges connect output ports to input ports, and pattern arguments expose configurable parameters.

Signal

A 3D tensor -- the fundamental data type flowing through pattern graphs. Three dimensions:

  • N (spatial): Number of fixtures (or 1 for uniform)
  • T (temporal): Time samples across the pattern duration
  • C (channel): Data channels per sample (1=scalar, 2=pan/tilt, 3=RGB, 4=RGBA, 12=chroma)
  • Broadcasting: Dimensions of size 1 expand to match larger operands (like NumPy)

Score

A named collection of annotations for a track within a venue. Each track can have multiple scores per venue -- for example, different users can create their own light shows for the same track. Scores are listed in a score picker when you select a track to edit.

Annotation (Track Score)

A pattern placement on a score's timeline. Defines when a pattern plays, its stacking order, blend mode, and argument values.

Blend Mode

How overlapping annotations combine during compositing. Applied per-layer in z-index order (bottom to top):

ModeDescription
ReplaceTop overwrites bottom
AddSum, clamped to 1.0
MultiplyProduct (darkening)
ScreenInverse multiply (lightening)
Max / LightenTake brightest
MinTake dimmest
ValueTop brightness controls mix amount

Track

An audio file with metadata and analysis data (beat grid, waveforms, separated stems, chord analysis).

PrimitiveState

Runtime output values for a single fixture/head at a single moment. Contains dimmer (0-1), color (RGB 0-1), strobe (0-1), position (pan/tilt in degrees), and speed (0/1).

UniverseState

All fixture states at a single point in time. Despite the name, represents fixture output state, not a DMX universe.

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