
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.
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- 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.
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- 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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- enPixel-art scaling algorithms
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- 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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- Pixel-art scaling algorithms?oldid=1120325491&ns=0
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- 26216
- Wikipage page ID
- 1814357
- Wikipage revision ID
- 1120325491
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