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Depixelizing Pixel Art

research.microsoft.com

131–140 of 164 posts

Re: Depixelizing Pixel Art

#132

HQ4X and Ours are the clear winners if you must resample like this; the downsides are that HQ4X occasionally has jaggies and Ours makes makes a lot of fine details look "blobby". The Vector Magic results reminded me a lot of this: http://www.cowboybooks.com.au/html/acidtrip1.html

Regarding HQ4X, they used the algorithm to create 4X image but used Nearest neighbor to create 8X and 16X images. I think doing HQ4X two times would have resulted into a better 16X images without jags.

Re: Depixelizing Pixel Art

#136

This is a pretty old paper, but I hadn't seen the live demo. That's pretty cool. A problem with this algorithm is that it's pretty slow. It would be hard to use it for real time scaling. I think that it's pretty cool though for any precalculated conversion to vector format. It would also be pretty cool if there were software that allowed you to create a pixel art image with a live preview in this format and the abili…

A problem with this algorithm is that it's pretty slow. It would be hard to use it for real time scaling. Even if it's too slow for realtime on today's hardware, I'd love to see some prerendered sample videos.

I did a GPU version in 2012. Unfinished though. http://yzhwang.github.io/depixelization/

Re: Depixelizing Pixel Art

#140
post #43

Earlier quoted context omitted.

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…

1. That looks awful. 2. We just need vector-based icons already.

I think the ideal would be something similar to fonts: there's the vector definition for big sizes, and optional pixel-perfect definition for small sizes, because rendering vectors on very small sizes (16x16, 32x32) might look worse than hand-crafted pixel work.
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