Industries
One switch, one substrate, and one fabrication strategy sit underneath all of them. These are the twelve we have mapped first, and the map keeps extending as the floor reaches further.
Industry View
Each volume works through one industry: what the transistor currently costs it, what changes when logic runs on light, who already holds ground, and where the openings are. Published by First Light™.
The compute floor itself: siting, power, water, and what a facility looks like when the cooling plant is no longer part of it.
VOL 01Crypto MiningThe industry whose entire margin is electricity per unit of work, and therefore the first place a change in that ratio shows up on a balance sheet.
VOL 02AI Inference & AgentsInference is a latency business. What changes when the compute can sit near the user instead of in a remote campus built around a substation.
VOL 03Payments & Digital MoneyWhere the toll on a transaction actually goes, and what a settlement layer costs when conversion stops being the expensive step.
VOL 04Trading & Market InfrastructureAn industry that already pays enormous sums for microseconds, meeting a logic element measured in femtoseconds.
VOL 05Security & TrustHardware-anchored attestation, and what becomes possible when trust is rooted in a physical device rather than asserted in software.
VOL 06Networking & Clean ComputeWho carries the light, and where it lives. The transport layer between the switch and the site.
VOL 07Robotics & AutonomyMachines whose capability is bounded by how much compute they can carry and how much heat they can shed while carrying it.
VOL 08Defense, Drones & AerospacePlatforms where power, thermal budget, and mass are the binding constraints on what can be computed at the edge. Market map only.
VOL 09Health & BiosensingOptical sensing and the diagnostic instruments that follow when the sensing element and the processing element share a substrate.
VOL 11Energy & Photonic SolarThe generation side of the same physics, and what a compute campus looks like when it makes a meaningful share of what it draws.
VOL 12Gaming & Interactive MediaThe consumer end of the market, where latency is felt directly and rendering budgets are set by thermal limits.
Volume numbers follow the Industry View series. Display order leads with Clean Compute Centers.
The shared floor
These are not twelve separate technology programs. The same switch, the same substrate work, and the same fabrication strategy sit underneath every one, which means a yield improvement made for one vertical arrives in the others without being rebuilt.
Twelve is where we started rather than where the floor stops. Far more industries rebuild on it, and the map extends as we get to them.