Felix Kreuzer, Johannes Kopf, Michael WimmerORCID iD
Depixelizing Pixel Art in Real-Time
Poster shown at 19th Symposium on Interactive 3D Graphics and Games (27. February 2015- 1. March 2015) In Proceedings of the 19th Symposium on Interactive 3D Graphics and Games , pages 130-130.
[Poster]

Information

  • Publication Type: Poster
  • Workgroup(s)/Project(s):
  • Date: February 2015
  • Publisher: ACM New York, NY, USA
  • Location: San Francisco, CA
  • ISBN: 978-1-4503-3392-4
  • Event: 19th Symposium on Interactive 3D Graphics and Games
  • Booktitle: Proceedings of the 19th Symposium on Interactive 3D Graphics and Games
  • Conference date: 27. February 2015 – 1. March 2015
  • Pages: 130 – 130
  • Keywords: image processing, depixelizing, pixel art

Abstract

Pixel art was frequently employed in games of the 90s and earlier. On today's large and high-resolution displays, pixel art looks blocky. Recently, an algorithm was introduced to create a smooth, resolution-independent vector representation from pixel art. However, the algorithm is far too slow for interactive use, for example in a game. This poster presents an efficient implementation of the algorithm on the GPU, so that it runs at real-time rates and can be incorporated into current game emulators. Extended Abstract: http://dl.acm.org/citation.cfm?id=2721395

Additional Files and Images

Additional images and videos


Additional files

Poster: poster Poster: poster

Weblinks

  • repository
    Github repository for source code and demo

BibTeX

@misc{KREUZER-2015-DPA,
  title =      "Depixelizing Pixel Art in Real-Time",
  author =     "Felix Kreuzer and Johannes Kopf and Michael Wimmer",
  year =       "2015",
  abstract =   "Pixel art was frequently employed in games of the 90s and
               earlier. On today's large and high-resolution displays,
               pixel art looks blocky. Recently, an algorithm was
               introduced to create a smooth, resolution-independent vector
               representation from pixel art. However, the algorithm is far
               too slow for interactive use, for example in a game. This
               poster presents an efficient implementation of the algorithm
               on the GPU, so that it runs at real-time rates and can be
               incorporated into current game emulators. Extended Abstract:
               http://dl.acm.org/citation.cfm?id=2721395",
  month =      feb,
  publisher =  "ACM New York, NY, USA",
  location =   "San Francisco, CA",
  isbn =       "978-1-4503-3392-4",
  event =      "19th Symposium on Interactive 3D Graphics and Games",
  booktitle =  "Proceedings of the 19th Symposium on Interactive 3D Graphics
               and Games",
  Conference date = "Poster presented at 19th Symposium on Interactive 3D
               Graphics and Games (2015-02-27--2015-03-01)",
  note =       "130--130",
  pages =      "130 – 130",
  keywords =   "image processing, depixelizing, pixel art",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2015/KREUZER-2015-DPA/",
}