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Depixelizing Pixel Art

research.microsoft.com

21–30 of 164 posts

Re: Depixelizing Pixel Art

#23

Looks great :) Makes me a bit less tense about the appearance of older programs in the 4k+ display future.

This would be awesome if it was available as a scaler for high-DPI screens and old apps. Or even bundled into televisions for upscaling.

The paper does note that it is designed for hand-edited pixel art, where every different coloured pixel is treated as significant. So I wonder how it behaves when scaling photos?

(Edit: the paper does note that it doesn't do well on anti-aliased graphics...)

Re: Depixelizing Pixel Art

#24

I wish they would use this in Windows 8. As far as I can tell, their scaling algorithm for 4k displays is: scale up 2x using nearest neighbor, then randomly drop pixels to get back to 125% or 150%. The result is horrifyingly bad. Not just kind of bad, but unusably bad. (Adding insult to injury, they ClearType the text before scaling.)

Do you know if MS is working on Mac-Style resolution independence for W9? I'm currently running a Retina MBP, at 2x res I think, and it works _perfectly_. The first few months some apps didn't work well, but the community adapted very quickly.

Re: Depixelizing Pixel Art

#25

Does anyone know where I can find an implementation of this? I can't even figure out what to call it. They just refer to it as "our method."

Here's a pure Python implementation: https://github.com/jerith/depixel

A work in progress implementation, anyway.

Re: Depixelizing Pixel Art

#27

to me, hq4x looks better every time.

I think it depends on what your end goal is. Are you trying to scale and hide the pixel-ness of the original? The "ours" does pretty darn well, especially if you look at the Boo example as mentioned above.

However, if you're looking at in the case of an SNES emulator or something.. then hq4x seems like the best choice. It keeps true to the original pixel art, while appearing significantly better.

Re: Depixelizing Pixel Art

#29

I wish they would use this in Windows 8. As far as I can tell, their scaling algorithm for 4k displays is: scale up 2x using nearest neighbor, then randomly drop pixels to get back to 125% or 150%. The result is horrifyingly bad. Not just kind of bad, but unusably bad. (Adding insult to injury, they ClearType the text before scaling.)

Do you know if MS is working on Mac-Style resolution independence for W9? I'm currently running a Retina MBP, at 2x res I think, and it works _perfectly_. The first few months some apps didn't work well, but the community adapted very quickly.

Windows has had support for resolution independence where DPI is configurable across a continuum (rather than only available as 1x or 2x scale like on the Mac) for quite some time - the issue is that with a huge legacy application base, a giant morass of drawing technologies, and no shipped "HiDPI" or "Retina" Windows hardware until recently, there's been no real incentive for app developers to support it.

In Windows 7 and 8, WPF apps are already supposed to be resolution independent (vector-based).

Old-style GDI+ apps which aren't marked as "resolution aware" (i.e. almost everything) are poorly scaled by the window manager and hideously ugly.

Re: Depixelizing Pixel Art

#30
The authors of this paper also have other amazing image processing/optimization algorithms. Eg: Deblurring, Optimizing Color Consistency, Content-aware Automatic Photo Enhancement, Object Discovery and Segmentation in Internet Images and more:

Dani Lischinski's page: http://www.cs.huji.ac.il/~danix/

Johannes Kopf page: http://johanneskopf.de/

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