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New Algorithm Impressively Depixelates Pixel Art

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Re: New Algorithm Impressively Depixelates Pixel Art

#22
post #16
post #8

What are the possible applications of this algorithm?

DECKARD: Enhance 224 to 176. Enhance, stop. Move in, stop. Pull out, track right, stop. Center in, pull back. Stop. Track 45 right. Stop. Center and stop. Enhance 34 to 36. Pan right and pull back. Stop. Enhance 34 to 46. Pull back. Wait a minute, go right, stop. Enhance 57 to 19. Track 45 left. Stop. Enhance 15 to 23. Give me a hard copy right there.

ZOOM and ENHANCE!

... If this really works as well as it seems, it's going to ruin some of our best pop-culture-technology jokes.

Re: New Algorithm Impressively Depixelates Pixel Art

#24
post #9

Earlier quoted context omitted.

This is the first I've heard of it. So I'm happy for the dupe.

Look at http://news.ycombinator.com/best or http://www.daemonology.net/hn-daily if you want to catch up.

Except this article isn't on either of those. There's nothing wrong with dupes.

Re: New Algorithm Impressively Depixelates Pixel Art

#26
post #11

Though I mostly understand how much of a different algorithm it is, its results are surprisingly similar to hq4x. It sort of looks like a vectorized form - edges are smoothed better, but everything is excessively curvy (seriously, there are almost no corners anywhere ). Not quite, as vectorized forms of images tend to mess up horrifically on some corner-meetings (examples of which are in the paper). Which this doesn'…

https://github.com/pornel/rgba-hq2x + http://upload.wikimedia.org/wikipedia/en/d/de/Doom_ingame_1.... = http://i.imgur.com/q8dwj.png

It doesn't look good, as there's not enough high-contrast edges for hqx to work.

Re: New Algorithm Impressively Depixelates Pixel Art

#29
post #11

Though I mostly understand how much of a different algorithm it is, its results are surprisingly similar to hq4x. It sort of looks like a vectorized form - edges are smoothed better, but everything is excessively curvy (seriously, there are almost no corners anywhere ). Not quite, as vectorized forms of images tend to mess up horrifically on some corner-meetings (examples of which are in the paper). Which this doesn'…

hq4x is certainly in the sweet-spot for real-time emulation upscaling.

However, this algorithm does actually vectorize the image, which has interesting uses for e.g. running all the sprites of a game through it and using the static results in a remake (they also talk about extending it to fill in animation frames in time which would be extra cool).

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