Depixelizing Pixel Art
111–120 of 164 posts
Re: Depixelizing Pixel Art
#112Earlier quoted context omitted.
Here's a video: https://research.microsoft.com/en-us/um/people/kopf/pixelart...
Am I crazy for preferring the one on the left (nearest-neighbour)? The other two really mess up certain details such as the point numbers, the stem of the fruits and pokey's eyes. They also tend to cause a very subtle distortion of the outlines of foreground sprites as they move over the background.
Re: Depixelizing Pixel Art
#113Earlier quoted context omitted.
No, you aren't. I prefer nearest-neighbor too, I think it preserves the "spirit" of the game. Generally speaking, I prefer it for any kind of "pixel art". That said, those algorithms are impressive, and I can see why someone could prefer them over a simple nn.
> I think it preserves the "spirit" of the game. The art-direction of games from this era wasn't done with the intention that these games would be played on pixel-perfect computer monitors, though. The art was designed and tested for CRT TVs, which would generally give you something like http://i385.photobucket.com/albums/oo299/muddi900/LTTP3xNTSC... , or even http://4.bp.blogspot.com/_Kzdww8T9fUA/TRplyGIj6PI/AAAAAAA…
edit: proof: https://www.google.com/search?q=nes+box+back&tbm=isch
Re: Depixelizing Pixel Art
#114Re: Depixelizing Pixel Art
#115Earlier quoted context omitted.
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…
It's not just the "legacy application base" or "app developers" which are at fault; even most of Windows itself is still using the old drawing libraries. As soon as you start digging into system properties, MMC, etc, everything is horribly blurry. But yes, apps are also broken, even very popular ones like Chrome and Steam.
Re: Depixelizing Pixel Art
#116Re: Depixelizing Pixel Art
#117Technology almost caught up with CSI.
[1] https://en.wikipedia.org/wiki/Compressed_sensing [2] http://www.wired.com/magazine/2010/02/ff_algorithm/ [3] http://dsp.rice.edu/cscamera
Re: Depixelizing Pixel Art
#118Earlier quoted context omitted.
Is the video based on applying the algorithm to the entire screen, or is it applied to the sprites individually, then they are plotted to the screen? Just wondering, because the samples in the paper are all lone objects against a clear background. If the same object is drawn in front of a detailed background and then the upscaling is applied, this would affect the patterning. It's a little tricky to tell from the vid…
> Worst case, you could imagine Mario walking in front of the background and his shape shifting madly with every step he took? This brings up something interesting: In terms of media containing sprites and minimal layering (e.g. NES-like games), wouldn't it be computationally cheaper to perform the scaling on the sprites and textures independently of one another, instead of post-processing? I wonder if there is any e…
Re: Depixelizing Pixel Art
#119But the blocky versions actually look better than vectorized ones. Most of the vectorized sprites look hideous with the exception of Boo and dolphin.
(I also loathe most forms of antialiasing, including ClearType, so that might have something to do with it... I like sharp, clearly contrasted edges, including pixel edges.)