Flat pixel screens wake up as a voxel city. Every metric becomes a tower of cubes whose height is its value; when something breaks, the wrong voxel ejects in coral and leaves a dashed ghost where the missing blocks should be.
The pixel mosaic builds row by row top→down, one row per sixteenth note, like a slow raster; the coral dip pixels light up last on the bar-8 downbeat.
The floor extrudes in a ripple from the centre outward on the drop (delay = distance × 0.015 s); the teal centre tower rises highest and the mark lands on its beam.
The camera yaws 20° while towers grow one per beat; on the snare the checkout tower's top voxel ejects up-right in coral, dashed ghosts mark the missing height, and the card + “Roll back” slide up from the bottom.
The corner stack assembles cube by cube (gravity drop + one bounce per beat); the tagline snaps in on the downbeat and “Start free” lands with its 12 px voxel ledge.
Height-as-value is instantly legible and the “missing block” shows the size of the drop without reading a number. Voxels feel playful but engineered. Risk: a real build needs Three.js with baked, deterministic physics; keep towers few (≤ 5) so labels stay readable.
Adapt to your product: Rasterise your own dashboard into the opening mosaic, then extrude the 4–5 numbers your product cares about as towers; the thing your product catches is the tower that loses its top voxel.
References: https://tympanus.net/codrops/2026/01/05/how-to-create-a-pixel-to-voxel-video-drop-effect-with-three-js-and-rapier/ (pixel-to-voxel drop effect with Three.js + Rapier) · https://tympanus.net/codrops/2023/03/28/turning-3d-models-to-voxel-art-with-three-js/ (voxelising 3D models)