Deterministic animation baking. WPE Baker, the first Periodica product, models a Wallpaper Engine scene's animation math and retunes its periods until everything closes into one baked loop, look unchanged. Up to 96% less GPU load and power, even on battery.
How did Astra change the scope or ambition of what you built?
Maker
The plan was a recorder: capture a wallpaper, find where it repeats, cut a loop. Astra turned it into an engine. In days it wrote a frame-exact Vulkan offline renderer for Wallpaper Engine's undocumented format, an analytic period solver that retunes every animation into one common loop, the encoder pipeline and the power-measurement rig. A 25,599-frame bake went from 2,566 s to 214 s, so all 113 wallpapers could be baked and measured in an afternoon. That changed the goal: WPE Baker became the first application of Periodica, a deterministic animation baking engine for every screen that loops.
Report
Maker
📌
Your wallpaper looks like it repeats the same few seconds all day; your GPU renders every one of those frames from scratch, behind your icons. WPE Baker is the first product built on Periodica, a deterministic animation baking engine. It models the scene's entire animation math - shader equations, animation tracks, particle cycles, video timebases - and retunes their periods, within a visible-change budget you pick, until the whole scene closes into one baked video. The look stays as it was, deterministic effects baked and interactive ones kept live or left out; decoding costs almost nothing. It runs offline with no model calls and no Python, and produces a portable Wallpaper Engine project you own.
Measured in the official player with A/B/B/A runs and hardware power counters: up to 96% less GPU load and power on baked scenes, trimmed mean -76%. It supports most Wallpaper Engine animated scenes today, and a baked wallpaper is cheap enough that you stop pausing it on battery. I ran it across all 113 wallpapers in my library and shipped every result.
GPT-6 Astra built this for the challenge. Wallpaper Engine's scene format is undocumented, and rendering it frame-exact offline means handling hundreds of shader variants, particle systems, script controllers and video layers. Astra built a multi-threaded Vulkan offline renderer for Wallpaper Engine scenes, the analytic period solver, the layer allocator, the encoder pipeline with hardware-decode checks and the power-measurement rig: about 29,000 lines of C#, 14,000 lines of tests, 1,400+ automated checks. Then it made the pipeline fast: a 25,599-frame scene went from 2,566 s to 214 s (12x), a 671-frame scene from 108 s to 15 s (7x), and the full 78-scene library now bakes in one afternoon on a single GPU slot. Claude did the final review.
Next comes state splitting, so day/night and interaction-heavy scenes bake what never changes. After that, the big one: bake at a fraction of the resolution with sub-pixel jitter, and reconstruct at playback from motion vectors solved offline, which gives the reconstruction better inputs than DLSS gets in a game - DLSS-class output from a decode that costs a fraction. Once that lands, Periodica works on any surface that loops: phone live wallpapers, lock screens, kiosks, stream backdrops. Wallpaper Engine is the first screen it runs on.
Drag a Scene folder in, hit Analyze. Within a minute it tells you what it will bake.