Title
Real Time Pixel Art Remasterization on GPUs
Abstract
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.100.34
Anselmo Montenegro211615.18
Esteban W. Gonzalez Clua327953.69
Cristina Nader Vasconcelos47612.15