Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
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Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
This guy know what he is talking about. Image looks better, but cannot get more detail than the original source. IF you get any more detail, then the scaling algorithm is doing something wrong, you can bet.Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
I've never said scaling contain more details. I just said it looks better....This guy know what he is talking about. Image looks better, but cannot get more detail than the original source. IF you get any more detail, then the scaling algorithm is doing something wrong, you can bet.Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
More detail, yes. That's why it looks better: jagged diagonals are interpolated in a better way than what simple nearest neighbors or bicubic smoothing would do to it.Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Thanks for fixing our terms /b/ro. Learning a new thing everyday.More detail, yes. That's why it looks better: jagged diagonals are interpolated in a better way than what simple nearest neighbors or bicubic smoothing would do to it.Look better yes, but do they contain any more detail then the original image no.I like scaling thoughPelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
More information (in the sense of Kolmogorov complexity or Shannon entropy), of course not. The minimal description length of the output of the scaler can be at most the size of the input plus a small constant for the scaling algorithm.
Hey folks, a bit off-topic, but the next version of Inkscape will have support for a feature I've been working on lately: http://research.microsoft.com/en-us/um/people/kopf/pixelart/ (the Kopf-Lischinski vectorizer)Tell that to the scale2x/2xSAI/super Eagle/what evar devsYou can never get a picture better than the original source.(http://en.wikipedia.org/wiki/Image_scaling)
(but in the case of conectivity you're right)
I have a Inkscape sticker on my netbook.I ♥ Inkscape.
Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.
"A Link to the past - HD" *dream*.
Yep, and I think, that Zelda would already look great with this.And about "vectorize SNES games and make them shine in HD", depending on the game you want to play, Kopf-Lischinski already will make them shine in HD. Look at the supplementary material comparing the techniques (and see if the result is good for the game you want): http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/index.htmlI ♥ Inkscape.
Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.
"A Link to the past - HD" *dream*.
And my implementation for Inkscape was done in the form of a library, then it could be integrated in existing emulators (without the Inkscape dependency). The problem is: Kopf-Lischinski algorithm is too slow for real-time, but if your emulator support save/load all graphical assets to/from disk (like M64+ hi-rez support), then you're ready to go.
Well, a octacore wouldn't help much. Something way more useful would be a really fast memory access (and large amounts of cache). I intend to replace current memory layout of libdepixelize to create a "cache-oblivious algorithm", then I'll start to explore parallel computing (but ain't easy, because Kopf-Lischinski has a lot of data dependency in some of the processing steps).Yep, and I think, that Zelda would already look great with this.And about "vectorize SNES games and make them shine in HD", depending on the game you want to play, Kopf-Lischinski already will make them shine in HD. Look at the supplementary material comparing the techniques (and see if the result is good for the game you want): http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/index.htmlI ♥ Inkscape.
Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.
"A Link to the past - HD" *dream*.
And my implementation for Inkscape was done in the form of a library, then it could be integrated in existing emulators (without the Inkscape dependency). The problem is: Kopf-Lischinski algorithm is too slow for real-time, but if your emulator support save/load all graphical assets to/from disk (like M64+ hi-rez support), then you're ready to go.
I am just waiting for an emulator, which will use it, although I would probably need an octacore system for that
or workarounds like prerendering, as you already mentioned.