[HN Gopher] MMPX Style-Preserving Pixel Art Magnification [pdf]
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MMPX Style-Preserving Pixel Art Magnification [pdf]
Author : ingve
Score : 41 points
Date : 2021-04-25 18:06 UTC (4 hours ago)
(HTM) web link (casual-effects.com)
(TXT) w3m dump (casual-effects.com)
| kleiba wrote:
| Are there approaches to this problem based on neural networks?
| alphabet9000 wrote:
| i wonder about this too. in my mind, i feel like some sort of
| nn magic will eventually be able to miraculously transform A
| into B - e.g. http://telnet.asia/yoshi_n.png
| frabert wrote:
| It is interesting that they don't seem to compare this algorithm
| to hqx (hq2x), which in my opinion is the best looking of the
| pixel art scaling algorithms.
| tobr wrote:
| If you actually read (or even just search), they do compare it
| in the supplemental material, they explain in detail why it's
| not the most appropriate algorithm to compare with, and it's
| generally mentioned repeatedly across the entire paper.
| Causality1 wrote:
| It's certainly an improvement over nearest-neighbor, but one
| thing it doesn't take into account is that pre-millennium pixel
| art was designed on and for CRT displays. If your goal in up
| scaling is letting modern audiences enjoy the art, you can't
| ignore that.
|
| https://i.imgur.com/jd0M8jI.jpg
| pezezin wrote:
| CRTs could display pretty sharp pictures, those blurring
| effects where actually an artifact of RF/composite modulation.
|
| Growing up as a PC gamer using VGA, I never experienced that
| kind of blurriness, and in fact I though that consoles over
| composite video looked awful.
| mrob wrote:
| Portable systems with LCD displays existed, and they used the
| same pixel art techniques as on CRTs. VGA PC games used line-
| doubled modes on high resolution monitors, where the individual
| pixels were clearly visible. Some artists did intend their art
| to be blurred, but this is not universally true, and even if an
| artist intended it, it doesn't mean blurring is the best way to
| view their art. There are games where checkerboard patterns of
| individual pixels are used to represent fine detail, e.g. rings
| on chainmail armor, or keys on a typewriter. The wide variety
| of art styles and personal preferences makes it impossible to
| definitely state any scaling technique is best.
| tobr wrote:
| That's not their goal, and they do take it into account, even
| cautioning against using the algorithm that way for that exact
| reason:
|
| > MMPX is sufficiently fast and high enough quality for run-
| time application in retro game/hardware emulators. Yet, we
| offer two cautions about using any filter in this manner. [...]
| true retro hardware and content was designed for cathode ray
| tube displays. [...] Artists created content with these
| characteristics in mind and often exploited them. [...]
| Display-independent magnification algorithms will not properly
| take frequency content and display filtering into account. They
| produce net results that may be attractive and useful, but one
| must acknowledge that the perceived image is not faithful to
| the original artistic intent.
| tyingq wrote:
| I wonder if there's some applicability in other spaces. Maybe,
| for example, in scaling up some part of a quilt, cross-stitch or
| needlepoint pattern.
| tobr wrote:
| Nice. I can recommend trying the demo which compares with a few
| other algorithms.[1] (Just drag in a PNG with some pixel art.)
|
| This algorithm doesn't seem to do a good job of handling anti-
| aliasing or dithering, which I would have expected to be listed
| among their style-preserving properties. Their R vs Ia example is
| a very good illustration of why that's difficult, as it could
| also be interpreted as a small dithered gradient.
|
| 1: https://morgan3d.github.io/quadplay/tools/scalepix.html
| leshokunin wrote:
| Really interesting. The examples in the PDF help sell the
| difference. I could see this technology being used for 2D game
| remasters. For example, several PS1 and Saturn eta titles suffer
| from being low resolution. This could provide a first pass at
| making the assets for a remaster. I could also see this being
| used in the missing community.
| [deleted]
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