Abstract | ||
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Several methods have been proposed to overcome the pixel art scaling problem through the years. In this article we describe a novel approach to be applied through a massively parallel architecture that can address this issue in real time. To achieve this we design a local and context independent algorithm that enables an efficient parallel implementation on the GPU, delivering full frames output at response time for the user interaction. Our main goal is to apply the method on full frames of old games, which were based on pixel art graphics until the half of the 1990's, and keep the output frame rate good enough for playing. |
Year | DOI | Venue |
---|---|---|
2013 | 10.1109/SIBGRAPI.2013.45 | Graphics, Patterns and Images |
Keywords | Field | DocType |
computer games,graphical user interfaces,graphics processing units,interactive systems,parallel architectures,GPU,computer games,full-frame output,local-context independent algorithm,massively parallel architecture,output frame rate,parallel implementation,pixel art graphics,pixel art scaling problem,real-time pixel art remasterization,response time,user interaction,pixel art,retro,upscaling,vectorization | Graphics,Computer vision,Algorithm design,CUDA,Visualization,Computer science,Response time,Graphical user interface,Pixel,Frame rate,Artificial intelligence,Computer engineering | Conference |
ISSN | Citations | PageRank |
1530-1834 | 0 | 0.34 |
References | Authors | |
2 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Silva, M.A.G. | 1 | 0 | 0.34 |
Anselmo Montenegro | 2 | 116 | 15.18 |
Esteban W. Gonzalez Clua | 3 | 279 | 53.69 |
Cristina Nader Vasconcelos | 4 | 76 | 12.15 |