Pixel-art scaling algorithms

Pixel-art scaling algorithms

Pixel-art scaling algorithms are graphical filters that are often used in video game console emulators to enhance hand-drawn 2D pixel art graphics. The re-scaling of pixel art is a specialist sub-field of image rescaling. As pixel-art graphics are usually in very low resolutions, they rely on careful placing of individual pixels, often with a limited palette of colors. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes with very little resolution, down to individual pixels and making image scaling of pixel art a particularly difficult problem.

Comment
enPixel-art scaling algorithms are graphical filters that are often used in video game console emulators to enhance hand-drawn 2D pixel art graphics. The re-scaling of pixel art is a specialist sub-field of image rescaling. As pixel-art graphics are usually in very low resolutions, they rely on careful placing of individual pixels, often with a limited palette of colors. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes with very little resolution, down to individual pixels and making image scaling of pixel art a particularly difficult problem.
Depiction
2xsai example.png
EPX Algorithm Diagram.png
EPX-neep.png
Pixel-Art Scaling Comparison.png
Scale3x-algorithm.png
Super2xSaI-matrix.svg
Test hq3x.png
Test nn.png
Tv rotsprite.png
Has abstract
enPixel-art scaling algorithms are graphical filters that are often used in video game console emulators to enhance hand-drawn 2D pixel art graphics. The re-scaling of pixel art is a specialist sub-field of image rescaling. As pixel-art graphics are usually in very low resolutions, they rely on careful placing of individual pixels, often with a limited palette of colors. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes with very little resolution, down to individual pixels and making image scaling of pixel art a particularly difficult problem. A number of specialized algorithms have been developed to handle pixel-art graphics, as the traditional scaling algorithms do not take such perceptual cues into account. Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many are designed to run in real time for sufficiently small input images at 60 frames per second. This places constraints on the type of programming techniques that can be used for this sort of real-time processing. Many work only on specific scale factors: 2× is the most common, with 3×, 4×, 5× and 6× also present.
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Pixel-art scaling algorithms
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enPixel-art scaling algorithms
Link from a Wikipage to an external page
play.google.com/store/apps/details%3Fid=com.PixelStudio
github.com/janert/pixelscalers
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64-bit architecture
Alpha channel
Anti-aliased
Bicubic interpolation
Bilinear interpolation
Bsnes
C++
Category:Image processing
Computer programming
Configuration file
Deinterlacing
DosBox
DOSBox
Emulator
Eric Johnston (engineer)
File:2xsai example.png
File:EPX Algorithm Diagram.png
File:EPX-neep.png
File:Pixel-Art Scaling Comparison.png
File:Scale3x-algorithm.png
File:Super2xSaI-matrix.svg
File:Tv rotsprite.png
Frames per second
GNU General Public License
History of video game consoles (fourth generation)
Image rescaling
Image resolution
Interpolation
Libretro
LucasArts
Maxim Stepin
Mullard SAA5050
Multi-core processor
Nearest-neighbor interpolation
Neural network
Pixel art
Pixel-art scaling algorithms
SCUMM
Shader
Sinc interpolation
Source code
Super NES
Vector graphics
Video game
Video game console emulator
VisualBoyAdvance
ZSNES
SameAs
3kjrR
Q4060698
Алгоритмы масштабирования пиксельной графики
Subject
Category:Image processing
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2xsai example.png?width=300
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Pixel-art scaling algorithms?oldid=1120325491&ns=0
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26216
Wikipage page ID
1814357
Wikipage revision ID
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