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Depixelizing Pixel Art

johanneskopf.de

11–20 of 22 posts

Re: Depixelizing Pixel Art

#12

Anybody happen to have a mirror of the PDF?

http://www.scribd.com/doc/56137278/Depixelizing-Pixel-Art

If you put it on Scribd don't you have to declare that you have the right to do that? Don't you have to declare that you are the copyright holder, or that the work is free to copy?

Re: Depixelizing Pixel Art

#14
This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several algorithms for this in use since long (almost all of which were made specifically to improve video game console emulators) such as the early EPX algo from 1992, and the newer MAME algorithms and hqx.

http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms

Re: Depixelizing Pixel Art

#15

This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several algorithms for this in use since long (almost all of which were made specifically to improve video game console emulators) such as the early EPX algo from 1992, and the newer MAME algorithms and hqx. http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms

They compare their results to hq4x, and arguably come out ahead.

Has the same algorithm been proposed before? (I take it that it hasn't. So it is indeed new ...)

Re: Depixelizing Pixel Art

#16

This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several algorithms for this in use since long (almost all of which were made specifically to improve video game console emulators) such as the early EPX algo from 1992, and the newer MAME algorithms and hqx. http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms

Actually, it is in a completely different league.

The algorithms you linked to output bitmaps.

Kopf and Lischinsk's algorithm is a vectorizer, optimized for old school graphics. This means that its outputs is resolution-independent. Similar tools include Potrace[1] (open source, but for black and white images) and Vector Magic[2] (multicolor, but proprietary).

However, the use of Voronoï diagrams is AFAIK original, and their results are superior to hqNx at similar resolutions.

[1]http://potrace.sourceforge.net/

[2]http://vectormagic.com/home

Re: Depixelizing Pixel Art

#17
post #11
post #8

BTW, there's a video of some Mario game upscaled with this algorithm. Looks very modern! http://johanneskopf.de/publications/pixelart/supplementary/v... (3MB)

alt here: http://ifile.it/gj1tlk5/video_ours_4x_h264.mp4

Alternate alternate mirror here: http://www.filesonic.com/file/1061063604/video_ours_4x_h264.... had trouble with ifile.it at work)

Re: Depixelizing Pixel Art

#19

This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several algorithms for this in use since long (almost all of which were made specifically to improve video game console emulators) such as the early EPX algo from 1992, and the newer MAME algorithms and hqx. http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms

you obviously did not get it..
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