3 ms·
This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several alg
by hackermom 15y ago
This is actually nothing new. Without meaning to criticize the author's efforts, the whole paper has a strong feel of being "reinventive". There are several algorithms for this in use since long (almost all of which were made specifically to improve video game console emulators) such as the early EPX algo from 1992, and the newer MAME algorithms and hqx.
http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms
- pygy_ 15y agoActually, it is in a completely different league. The algorithms you linked to output bitmaps. Kopf and Lischinsk's algorithm is a vectorizer, optimized for old school graphics. This means that its outputs is resolution-independent. Similar tools include Potrace[1] (open source, but for black and white images) and Vector Magic[2] (multicolor, but proprietary). However, the use of Voronoï diagrams is AFAIK original, and their results are superior to hqNx at similar resolutions. [1]http://potrace.sourceforge.net/ http://potrace.sourceforge.net/ [2]http://vectormagic.com/home http://vectormagic.com/home
- AnthonBerg 15y agoThey compare their results to hq4x, and arguably come out ahead. Has the same algorithm been proposed before? (I take it that it hasn't. So it is indeed new ...)
- mykhal 15y agoyou obviously did not get it..