Glossary

This page defines common WATCHOUT terms used throughout the user guide.

Browse Terms

  • Terms are listed alphabetically below.

Alpha Channel

A color channel that stores pixel transparency. A value of 0 means fully transparent, and 1 means fully opaque.

ArtNet

A DMX-over-IP protocol used to bring lighting control data into WATCHOUT. Incoming ArtNet channel values can be mapped to variables using external keys.

Asset Manager

The centralized service that handles the entire lifecycle of media in a WATCHOUT 7 show - ingesting source files, optimizing them for playback, and distributing the results to display servers.

Asset Watcher

A service that monitors selected folders and automatically imports new or changed files into the show. It enables unattended content ingestion workflows.

Audio Bus

An audio bus is a virtual mono path that collects tracks from one or more audio cues and routes them to one or more output device channels. Buses are numbered from 1 upward and can be named.

Audio Device

An audio device is any device capable of playback. In WATCHOUT, device types include WASAPI, WASAPI exclusive, Dante, and ASIO.

Auto Run

A per-timeline property that starts the timeline automatically when the show is loaded by the Director. It is commonly used for unattended playback workflows.

Axis Gizmo

An axis gizmo is a 3D editor control used to move, scale, and rotate objects.

Bezier Handle

A directional control on a warp or mask junction point that shapes mesh curvature. Each handle has a length and angle, and smooth mode keeps opposing handles tangent.

Bits Per Pixel

Bits per pixel (bpp) is the number of bits used to represent one pixel. For example, 8 bits per channel with three channels gives 24 bpp.

Blend Mode

A compositing mode that controls how a cue's pixels combine with content behind it. Common modes include Normal, Add, Multiply, Screen, Lighten, Darken, and Linear Burn.

Blind Edit Mode

A mode that lets you edit timeline content without affecting live playback. Changes are staged in a temporary copy and applied only when you explicitly take them live.

Channel Mapping

Channel mapping routes audio cue channels to device channels in two stages: cue channels map to buses, then buses map to output device channels.

Chroma Key

A keying effect that removes a selected color, typically green or blue screen, from a cue. The keyed areas become transparent for compositing over other content.

Chromaticity

Chromaticity describes color without brightness information.

Chrominance

Chrominance describes color information in relation to luminance.

Codec

A codec is software or hardware used to encode and decode data streams such as audio or video.

Codec Mapping

A configurable rule table that determines how source codecs are converted during optimization. For example, ProRes or H.264 inputs can be mapped to GPU-friendly playback codecs.

Color Bit Depth

Color bit depth is the number of bits used per color channel. With 8-bit channels, each channel can represent 256 values.

Color Channel

A color channel is one component in a color model. RGB has red, green, and blue channels.

Color Depth

Color depth is the number of distinct colors that can be represented. It is related to color bit depth.

Color Gamut

A color gamut is the full range of chromaticities a device can capture or display.

Color Model

A color model is a numeric representation of color, such as RGB, HSV, or CMYK.

Color Space

A color space is a constrained coordinate system for representing color values, such as sRGB or Rec.2020.

Composition

A nested timeline unit that groups multiple cues into a single, self-contained entity. It appears as one cue in a parent timeline but contains its own layers and timing.

Compression

Compression refers to methods used to reduce data size, such as in image or video files.

Conditional Cue

A cue with an expression-based condition that controls whether it renders or triggers. Conditions are evaluated during playback against current variable values.

Content-Addressed Storage

WATCHOUT's internal storage model where optimized media chunks are identified by cryptographic hash rather than filename. This enables deduplication and efficient incremental transfers.

Control Cue

A point-in-time instruction on a timeline that changes playback state for one or more target timelines when reached by the playhead.

Corner Pinning

A per-cue distortion effect that lets you move each corner of a cue independently for perspective and quadrilateral mapping adjustments.

Cross-Fade

A transition where one cue fades out while another fades in over an overlap region. It is commonly used for smooth scene changes.

Cue

An object placed on a timeline layer. Cues can hold media or control behavior such as markers, outputs, and variable automation.

Cue List

A tabular window showing cues across timelines with sorting and filtering tools. It is useful for auditing and managing cues at scale.

Cue Set

A named group containing one or more variants. The active variant determines which media is used by cues assigned to that set.

Dante

A professional networked audio protocol for routing multi-channel audio over IP with low latency and precise synchronization.

Devices Window

A Producer window for managing logical devices in the show, such as displays, virtual displays, audio devices, and capture sources.

Director

The system coordinator in a WATCHOUT network. The Director keeps authoritative show state, coordinates playback across Runners, and hosts external control integration.

Display

The fundamental output unit in WATCHOUT. A display maps a rectangular stage area to a physical or network output on a specific node.

Display Grid

A tiled arrangement of displays created as rows and columns in one operation. It is used for LED walls, monitor arrays, and projector matrices.

Display Mask

An alpha-based overlay applied per display to control visible output areas and edge shaping. Masks are applied after warp in the render pipeline.

Display Server

A machine running the Runner service that renders show content to outputs such as projectors, LED processors, monitors, or audio devices.

DMX / DMX Universe

DMX is a control protocol widely used in lighting systems. A DMX universe is a block of up to 512 channels; in WATCHOUT this data is typically received via ArtNet.

DNxHR

An Avid intermediate video codec supported as a source format in WATCHOUT. During optimization, DNxHR media is transcoded to a configured playback codec.

EDID

Extended Display Identification Data (EDID) communicates display capabilities to connected devices, such as a GPU.

Easing Curve

The interpolation profile between tween points that controls acceleration and deceleration over time. Examples include Linear, Cubic InOut, and Bounce.

Edge Blending

The process of smoothing overlap regions between adjacent outputs so they appear as one continuous image, instead of showing a bright seam.

EXR

OpenEXR is a high dynamic range image format with high precision and alpha support. It is commonly used for HDR pipelines and image sequences.

Expression

A mathematical formula that drives dynamic behavior in a show. Expressions can reference variables and are used in tweens, triggers, and cue logic.

External Key

A protocol-specific identifier string that links an incoming external message to a WATCHOUT variable. Without an external key, a variable cannot receive external input.

Failover

A basic redundancy approach where a backup machine shares the same host alias as a primary machine. If the primary node disappears, WATCHOUT can switch to the backup.

Feedback Report

A compressed diagnostic package containing logs, system details, and optionally show data for troubleshooting and support cases.

Frame Blending

A playback mode that crossfades between neighboring source frames when source and output frame rates differ, reducing judder at the cost of higher GPU bandwidth.

Free Running

A cue behavior where media playback follows system time instead of timeline transport. Free-running media can continue while the timeline is paused or scrubbed.

Gamma Correction

Gamma correction is a concept that includes gamma encoding and gamma decoding, used to align image storage and display with human visual perception.

Gamma Decoding

Gamma decoding reverses gamma encoding and converts encoded values back to linear values.

Gamma Encoding

Gamma encoding transforms image data so darker tones receive relatively more precision and brighter tones receive relatively less.

Gaussian Blur

A blur effect based on a Gaussian distribution, used to soften and defocus content. Higher blur radius increases quality cost.

GDTF

General Device Type Format, an open standard for describing intelligent lighting fixtures. In WATCHOUT it can be used for fixture/channel mapping workflows.

Genlock / Framelock

Hardware synchronization methods used to align output timing across devices. Genlock ties timing to an external reference signal, while framelock synchronizes buffer swaps across GPUs.

HAP / HAP Q / HAP Alpha

A family of GPU-oriented video codecs designed for high playback performance and responsive scrubbing. HAP Q emphasizes quality, and HAP Alpha preserves transparency.

Hands Off

The strictest timeline lock mode. It prevents editing and operator playback control from Producer for that timeline.

HDR

High Dynamic Range (HDR) techniques enable a wider luminance range between dark and bright image regions than SDR.

HEVC

H.265 video codec known for strong compression efficiency. In WATCHOUT it is often used as an optimization target when smaller file size is important.

Hit Testing

An API function that checks whether a stage coordinate intersects active visual cues. It is used for touch and interactive control workflows.

Host Alias

A human-readable node name used by WATCHOUT as the primary identifier for networked machines. Device bindings are tied to aliases rather than raw IP addresses.

HTTP REST API

WATCHOUT's HTTP control interface for timeline playback, variables, cue sets, monitoring streams, and other automation actions.

Image Sequence

A numbered set of still frames treated as one media asset. WATCHOUT optimizes image sequences into efficient playback media.

Jumbo Frames / MTU

Network tuning where MTU is increased (commonly from 1500 to 9000 bytes) to improve throughput for high-bandwidth media traffic.

Junction Point

A control point in warp or mask meshes that defines local geometry and, for masks, visibility behavior. Junction points can include Bezier handle controls.

Key and Fill

A compositing method where one layer acts as a key source to mask another layer. It supports luma and alpha based keying modes.

Layer

The core organizational and compositing structure in a timeline. Layer order determines draw order when cues overlap.

Layout Preset

A saved Producer workspace arrangement for window positions and visibility. Presets allow quick switching between operational layouts.

Learn Mode

A variable configuration feature that captures the next incoming external control signal and assigns its external key automatically.

Linear Wipe

A wipe transition effect that reveals or hides content with a straight moving edge. It is controlled by angle, position, feather, and completion parameters.

Linked Handles

A tween point option that keeps Bezier in/out handles coupled for smooth continuous curve motion through that point.

Lossless Compression

Lossless compression reduces data size without losing original information.

Lossy Compression

Lossy compression reduces data size by discarding some information, usually with quality tradeoffs.

LTC

Linear Time Code, a time reference encoded as audio carrying hours, minutes, seconds, and frames for synchronization workflows.

LTC Bridge

A WATCHOUT service that decodes incoming LTC and synchronizes timeline playback to external timecode.

Luma

Luma is the perceived brightness component of an image signal.

Luminance

Luminance is a photometric measure of emitted or reflected brightness.

Marker Cue

A point-in-time timeline annotation used for organization, operator guidance, and navigation. It has no visual or audio output.

Media Cue

The primary visual or audible cue type in a timeline, including image, video, audio, 3D, virtual display, and related media sources.

Media Snapshot

A named preset that stores selected cue property states so they can be recalled later. It is used for fast look changes without swapping media files.

Mesh

A mesh is a 3D surface composed of connected polygons.

MIDI

Musical Instrument Digital Interface, a protocol for control and musical devices. In WATCHOUT, MIDI data can drive variables and control actions.

MIDI Bridge

A WATCHOUT service that receives MIDI messages and forwards translated updates to the Director for variable and playback control.

MPCDI

Multiple Projector Common Data Interchange, a format used to exchange projection calibration data such as warp and blend information.

MSC (MIDI Show Control)

A SysEx-based command protocol used in show control. WATCHOUT supports common MSC commands such as GO and STOP for timeline operations.

Multicast Discovery

The UDP multicast mechanism WATCHOUT nodes use to discover each other automatically on the network.

NDI

Network Device Interface, a video-over-IP protocol used by WATCHOUT for both network video input and output.

NDJSON

Newline-Delimited JSON, a streaming format where each line is a JSON object. WATCHOUT provides NDJSON event endpoints for real-time state updates.

Node

A node is a machine running WATCHOUT software. Nodes can act as display computers, audio playback machines, or control servers.

Nodes Window

A Producer window for discovering, monitoring, and managing WATCHOUT machines and service roles on the network.

NotchLC

A high-quality GPU-accelerated video codec supported by WATCHOUT. It is commonly used as an optimization target for ProRes workflows.

NTP

Network Time Protocol used to synchronize clocks across WATCHOUT nodes. Accurate time sync is critical for multi-machine frame alignment.

NVIDIA Quadro Sync

A dedicated hardware sync board for NVIDIA professional GPUs that enables genlock and framelock across outputs.

Opacity

A cue property controlling transparency from fully transparent to fully visible. Opacity can be keyframed and combined with fades.

Operative

The external control intake service that receives protocol messages and forwards normalized input updates into the WATCHOUT control pipeline.

Optimization

The Asset Manager process that converts source media to playback-optimized formats, stores output in chunked content-addressed form, and prepares it for distribution.

OSC

Open Sound Control, a network protocol for structured control messages. WATCHOUT uses OSC for variable updates and playback commands.

Output Cue

A cue that sends external payloads, such as strings over TCP, UDP, or HTTP, at precise timeline times.

Output Type

The display routing mode that determines where rendered output goes, such as GPU, SDI, NDI, or Virtual.

Perspective Correction

A warp option that improves interpolation behavior under perspective-heavy transformations, reducing distortion artifacts.

Playhead / Play Cursor

The vertical time indicator in the timeline editor showing current playback position. It advances during playback and can be moved for scrubbing.

Polygon

A polygon is a surface defined by three or more vertices. In WATCHOUT, polygons are triangles.

Presentation Tier

A visibility filtering layer used to decide which cues are rendered on which displays. Cues and displays must share at least one tier to render together.

Producer

The design and programming application for WATCHOUT. It is used to build shows, configure outputs, and operate production workflows.

ProRes

A family of intermediate video codecs commonly used in professional production. WATCHOUT supports ProRes as input and optimizes it for playback.

PSN (PosiStageNet)

An open UDP protocol for real-time positional tracking data. WATCHOUT can map PSN fields to variables for interactive stage behavior.

Render Info Overlay

A per-display diagnostic overlay that shows runtime technical information directly on output, such as display identity and frame data.

Route

The destination assignment for display output, including output type and channel/port selection on a target node.

Runner

The rendering engine in a WATCHOUT network. Runners receive show state and playback instructions from the Director and render assigned outputs.

SDI

Serial Digital Interface, a professional uncompressed video transport standard over coaxial cable used in broadcast and live production.

SDR

Standard Dynamic Range (SDR) is the traditional luminance range used by standard video systems.

Show

The top-level production container that includes timelines, cues, displays, variables, and media references.

Snap / Snapping

Timeline editing behavior that aligns cue edges to nearby reference points such as cue boundaries or the playhead to improve timing precision.

Soft Edge

A gradual intensity falloff at overlapping display boundaries used to create seamless projector blends.

Solitaire

A classic single-player patience card game. In this guide, the term doubles as a small easter egg and opens a playable version.

SSE

Server-Sent Events, an HTTP streaming mechanism used by WATCHOUT APIs to push live updates to connected clients.

Stacking Order

The rules that determine which overlapping content appears in front. Stacking can be controlled by layer order, Z depth, and timeline-level options.

Stage

The visual canvas of WATCHOUT - a continuous spatial workspace representing your full output surface and display layout.

Static IP

A fixed manually assigned network address for a node. Static IPs are recommended for stable show networking.

SVG Shape

A vector-based shape asset created in WATCHOUT's built-in shape tools. Shapes are rasterized at configured resolution for playback.

Test Pattern

A built-in diagnostic output mode used to verify routing, geometry, masking, and signal path independently of show content.

Texture

A texture is an image applied to a mesh surface.

Timeline

The main time-based workspace where cues are placed, sequenced, and controlled across layers.

Timeline Trigger

An expression-based rule on a timeline that automatically issues play, pause, or stop actions when conditions become true.

Tween

A time-based property animation on a cue. Tweens define how values such as position, scale, and opacity change over cue duration.

Tween Expression

An expression that dynamically modifies tween values at runtime, enabling data-driven and interactive animations.

Tween Point

A value at a specific time inside a tween, also called a keyframe. Transition type controls interpolation to the next point.

Uniform Scaling

Uniform scaling means scaling equally on x, y, and z axes.

UV-Coordinate

UV-coordinates map texture positions onto polygon surfaces and are also called texture coordinates.

Variable

A named numeric value used as dynamic input for expressions and control logic. Variables can be driven externally or by variable cues.

Variable Cue

A cue that animates a variable value over time using tween data on the timeline.

Variant

A named slot within a cue set that stores an alternate media choice. Switching active variants changes all assigned cues together.

Vertex

A vertex is a point in space. Three vertices define a triangle in a mesh.

Virtual Display

A display that renders to an internal texture buffer instead of a physical connector. Its output can be reused as media elsewhere in the show.

VLAN

Virtual Local Area Network, a network segmentation technique used to isolate and prioritize show traffic.

Warp / Warp Mesh

Mesh-based geometry correction that repositions rendered pixels so output aligns with physical surfaces. Warp is controlled by editable junction points and curves.

WATCHOUT 6 Protocol

A legacy-compatible text command protocol supported in WATCHOUT 7 for backward integration with existing control systems.

WATCHPAX

Dataton's dedicated media server hardware line, preconfigured and optimized for WATCHOUT deployments.

White Point

A white point is the reference color used to represent white in a given color space or output system.

Wireframe

Wireframe rendering draws polygon edges as visible lines to show mesh topology and polygon density.

Working Directory

The local folder where a WATCHOUT node stores cached assets, show data, and internal runtime files.