Post game-related video clips here
User avatar
Posts: 3104
Joined: Mon Nov 17, 2008 11:15 am
Location: BC, Canada

Vector Depixelization

by Anapan Mon Mar 03, 2014 2:12 am

I've been searching for real-time implementations of the Vector Magic and Kopf/Lischinski "Ours" pixel scaling algorithms shown here: ... /pixelart/

I found some videos of them prerendered!

Vector Magic
Kopf/Lischinski "Ours"

Too bad they didn't render them in 1080p, still, this just makes me want a realtime Vectormagic filter even more. All the pre-SNES/Genesis games would be hilarious!

It seems that currently they are too slow and no source-code is available so they're not implemented in any emulator and the newer Xbr filter (mentioned at the bottom) is rivaling the "ours" filter realtime already. There are a couple people working to implement the "Ours" one into GIMP as Libdepixelize and standalone as Depixel however.

I hope that a vector-based one that can be applied to each sprite/background layer separately with adjustment of the curves, corners, gradient implementation and solid-guessing/splines does get implemented as a loadable filter for emulators one day. Not that I don't prefer a good NTSC scanline filter, but being able to make changes to the filter would make for some interesting visuals.
User avatar
Posts: 21718
Joined: Sat Aug 15, 2009 8:28 pm
Location: Under a pile of retro stuff in H-town

Re: Vector Depixelization

by Hobie-wan Mon Mar 03, 2014 4:00 am

Just think, it if guesses well enough the Asteroids ship could be a triangle again in a 2600 emulator. :lol:
User avatar
Posts: 4709
Joined: Fri Jul 31, 2009 9:24 pm
Location: Melbourne, Australia

Re: Vector Depixelization

by emwearz Mon Mar 03, 2014 4:05 am

Hobie-wan wrote:Just think, it if guesses well enough the Asteroids ship could be a triangle again in a 2600 emulator. :lol:

:lol: :lol: :lol:
Return to Videos

Who is online

Users browsing this forum: No registered users and 3 guests