Coverage comes from the museum's own Epson inventory, split by the job each unit had to do. Three large PU1008b projectors throw the wall content, crossing the room to reach the grid wall, the parasocial right wall, and the back-right wall behind the chair at 1920×1200. Smaller LightScene EV-115 units handle furniture at close range, one firing straight down onto the bed, one onto the mirror, one into the dresser zone, each covering roughly two metres so a hit stays tight to the object it belongs to instead of bleeding across the room. The floor was the hardest surface to solve. Ceiling height ruled out a steep downward throw from anywhere inside the room, so that projector was mounted outside and aimed back in with lens shift, and the chaotic multi-angle look was authored into the render rather than chased by rotating hardware. The whole layout was previsualized in Cinema 4D with a camera built per projector and lens combination, which let AV check coverage against real inventory before anything was hung and gave production, creative, and the museum a single map to argue from. Spill control was written into the files wherever optics could not do it cleanly, including a rounded mask for the mirror and digital blanking across the bed, since barn doors read too soft on a surface guests stand directly beside.