Most wall panels I have seen are stacks of cards and toggles. Here the maker went the other way and let the house itself carry the interface: every room is an isometric render, and each light is its own layer that glows when the entity turns on. Tapping a room, a chip or a person takes you deeper. That reads as a far more natural way to run a home than tapping rows in a list.
The pipeline behind it is interesting too. Floors are scanned with an iPhone LiDAR in Polycam, small Python scripts using numpy and Pillow measure furniture from the mesh, and a rough block model, one box per furniture piece, is rendered from a single isometric camera per floor. An image model then repaints the blocks into detailed rooms, editing them rather than inventing the layout. Three variants exist per room (lights on at night, off at night, daytime), aligned to under a pixel and verified with an image diff, and every lamp gets a soft mask that fades in its lights-on version.
Plenty of touches stand out. Front walls cut at 50 cm let you look inside, day-night follows the sun, and a live power flow covers grid, phases, big appliances and the day's cost. Presence shows faces on the floor plan with 24-hour timelines per room, heating is drawn as an animated chain, and the first launch shows bad jokes while the whole house caches.
Two things remain open. The image model drifts at times, such as a staircase rendered edge-on; the maker fixes bad spots by zone, or places the geometry with a script and leaves materials and light to the model. And a fully local pipeline with a local coder model and open editors like FLUX.1 Kontext dev or Qwen-Image-Edit has not been tested yet.