For simple shapes, like the background, their algorithm works really well, but for complex objects it fails, because it distorts details that were put in with very careful thought and completely depend on the resolution. Such small sprites rely a lot on being looked at by someone who can identify semantically what they're looking at, and any really successful depixelization solution will need to be able to understand what basic shapes the sprite is made of based on what it's supposed to represent.
Depixelizing Pixel Art
71–80 of 164 posts
Re: Depixelizing Pixel Art
#72Earlier quoted context omitted.
Only if you look at the first ones. All of Boo, Dolphin, all of SoM, Invaders, Golden Axe, Windows assets and Lost Vikings look great and have vastly reduced artifacts compared to hqx. Also, according to the paper abstract[0], it outputs vector, not scaled up bitmap. [0]: http://research.microsoft.com/en-us/um/people/kopf/pixelart/
I agreed with you, but then I realized they're representing hqx deceptively. There was a video posted here, with them rendered at the same resolution side by side. https://news.ycombinator.com/item?id=7307975 It's really a matter of taste in this video.
A big difference in the techniques is that hq4x is a fix-rate upscaling, whereas Microsoft's can handle arbitrary target resolutions. At the same rez, they are pretty equivalent. But, MS has the option to go higher. HQ8x has not yet been developed. I doubt that HQ(arbitrary)x is possible without completely changing the algorithm.
Re: Depixelizing Pixel Art
#73Earlier quoted context omitted.
Only if you look at the first ones. All of Boo, Dolphin, all of SoM, Invaders, Golden Axe, Windows assets and Lost Vikings look great and have vastly reduced artifacts compared to hqx. Also, according to the paper abstract[0], it outputs vector, not scaled up bitmap. [0]: http://research.microsoft.com/en-us/um/people/kopf/pixelart/
No, hq4x is still better on almost all of them. Microsoft's makes everything too round and blobby. It pretty much only works really well when everything is round, like in Boo. But look at what it does to the Golden Axe characters' faces.
Maybe the results of "ours" aren't exactly faithful in style in some cases, but they're globally consistent, and I find the shapes semantic more truthful. As for hq4x by itself, I actually prefer the original sprites overall.
Re: Depixelizing Pixel Art
#74Earlier quoted context omitted.
I agreed with you, but then I realized they're representing hqx deceptively. There was a video posted here, with them rendered at the same resolution side by side. https://news.ycombinator.com/item?id=7307975 It's really a matter of taste in this video.
> they're representing hqx deceptively. A big difference in the techniques is that hq4x is a fix-rate upscaling, whereas Microsoft's can handle arbitrary target resolutions. At the same rez, they are pretty equivalent. But, MS has the option to go higher. HQ8x has not yet been developed. I doubt that HQ(arbitrary)x is possible without completely changing the algorithm.
Re: Depixelizing Pixel Art
#75Earlier quoted context omitted.
As you say: It depends. E.g. the sword looks better with hq4x, because the result isn't rounded.
The Super Mario and Secret of Mana stuff works quite good, except it changes the facial expression on "Peach 2". I'd like to see Donkey Kong Country 1/2/3, Megaman (NES and SNES) and Chrono Trigger processed by this. And not just the sprites cut out of the background but embedded in a scene.
Re: Depixelizing Pixel Art
#76I 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.)
While something similar would probably be better, this is heavily optimized for pixel artwork. Lots of curves, shading, and most importantly - limited colors. UI is generally much straighter, less shaded, with far more colors. Here's an example of UI that's scaled with potrace (a similar algorithm): http://i.imgur.com/jDq4M7e.png (left side is the converted side, right side is nearest-neighbor. Top is 3x, bottom is 2…
OTOH, for icons, you just need to compute that once and then cache the png.
Re: Depixelizing Pixel Art
#77Earlier quoted context omitted.
Only if you look at the first ones. All of Boo, Dolphin, all of SoM, Invaders, Golden Axe, Windows assets and Lost Vikings look great and have vastly reduced artifacts compared to hqx. Also, according to the paper abstract[0], it outputs vector, not scaled up bitmap. [0]: http://research.microsoft.com/en-us/um/people/kopf/pixelart/
I agreed with you, but then I realized they're representing hqx deceptively. There was a video posted here, with them rendered at the same resolution side by side. https://news.ycombinator.com/item?id=7307975 It's really a matter of taste in this video.
As for the video, the dent in Mario's cap outline and the similar angles in the background outlines ruins hq4x for me, while I could live with the "200"/"400" lettering (which looks better on hq4x) because it disappears quickly (but does not bode well for other cases where text appears)
Re: Depixelizing Pixel Art
#78Are there any emulators that support this?
Re: Depixelizing Pixel Art
#79Earlier quoted context omitted.
I would guess it's for performance reasons.
I have 4 i7 cores and a $500 graphics card. I feel like it's possible :) TF2, for example, plays beautifully at 3840x2160@60Hz. Scaling up the graphics for an 800x600 visual novel that plays at 1 frame per 30 seconds is computationally possible. (The good news is that someone has written an emulator for one VN that I'm working through, so I should be able to play with scaling in that way. If I can get it to compile.)