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depixelizing-pixel-art-on-gpus's Introduction

DEPIXELIZING PIXEL ART ON GPUS - http://www.cg.tuwien.ac.at/research/publications/2014/KREUZER-2014-DPA/
based on: http://research.microsoft.com/en-us/um/people/kopf/pixelart/

THIS SOFTWARE WAS TESTED ON WINDOWS WITH NVIDIA GPUs ONLY!
IT WILL NOT RUN ON INTEL GPUs

This application is intended to be a preview for my gpu-supported implementation of the DEPIXELIZING PIXEL ART algorithm.
You can either load a single image, or a sequence of images (images in a sequence must have the same resolution).
The window title displays the current rendering speed. See section controls below for usage.

========== BUILDING FROM SOURCE: ==========

Requirements:
CMAKE(http://www.cmake.org/) to configure and generate a Visual Studio solution.

This project requires boost::program_options.
Easy way to get it:
Download boost source from boost.org.
Set BOOST_ROOT environment variable to the path which contains the boost source.
Open up a command prompt and enter the following commands:

cd %BOOST_ROOT%
bootstrap
b2 --with-program_options

...and you're done setting up boost for this project.

Then open CMAKE and set the source directory to this directory. Choose any binary directory you want and give it a go.

========== STARTUP: ==========

Usage: GPUPixelArt.exe [options]
Allowed options:
  --help                      produce help message
  -I [ --input-file ] arg     input file
  -S [ --input-sequence ] arg input sequence name
  --sequence-count arg        input sequence count
  --sequence-fps arg (=15)    input sequence playback fps
  --height arg (=600)         output vertical size in pixel

Use either the -I or the -S options!
If you want to use the sequence option -S then do not forget to add the --sequence-count and --sequence-fps arguments!

Make a release build and extract examples.zip into the "bin" directory (the directory where the Release folder is located in).
Feel free to try the startXXX.bat files. You can use them to start the supplemented image sequences.
I do not own any copyrights to the pictures in examples.zip (copyrights owned by Nintendo Co., Ltd.).

========== CONTROLS: =========
SPACE 					... pause sequence
MOUSEWHEEL 				... control zoom
LEFT_SHIFT + MOUSEWHEEL	... change sequence playback speed

S 						... screenshot 

DEBUGGING:
F1		... draw depixelized Pixel Art (default)
F2		... draw using Nearest Neighbor Interpolation
F3		... draw Simplified Voronoi Regions
F4		... draw B-Splines
F5		... toggle Optimization (has effect on F1&F4 mode)
F6		... toggle debug graph overlays (effects F2&F3 mode)

(C) Felix Kreuzer, [email protected]

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depixelizing-pixel-art-on-gpus's Issues

Usage in emulators

Hi there

I am wondering, if this algorithm is used at all in any practical application.

I get, that it is too resource intensive to be used on the CPU, and that your implementation is the only maintained one, that runs on a GPU.

I am kinda wondering, why the seemingly most advanced upscaling/shader algorithm is not more used and contributed to by the community - do you know of any emulator, that uses it yet?

Or even of an opportunity to run this on AMD GPUs? (You oddly enough mentioned only that it doesn't run on Intel, with no mention about AMD for some reason?

Thanks

Compilation issues with gl_VertexID name

Hello,

When running DepixelizeOnGPU, I am getting

Compiling shader : ../shaders/Optimization/OptimizeEnergy.vert
0:54(8): error: `gl_VertexID' redeclared

Linking program
error: linking with uncompiled/unspecialized shader
Compiling shader : ../shaders/UpdateCorrectedPositions/UpdateCorrectedPositions.vert
0:24(8): error: `gl_VertexID' redeclared

Just for trying, I renamed them into gl_VertexID2, and got instead

Compiling shader : ../shaders/Optimization/OptimizeEnergy.vert
0:54(1): error: identifier `gl_VertexID2' uses reserved `gl_' prefix

Linking program
error: linking with uncompiled/unspecialized shader
Compiling shader : ../shaders/UpdateCorrectedPositions/UpdateCorrectedPositions.vert
0:24(1): error: identifier `gl_VertexID2' uses reserved `gl_' prefix

I don't know if this is supposed to have exactly this name, otherwise I guess it should be renamed to avoid being in the gl_ namespace?

Samuel

linking eliminateCrossings.frag takes ages

Hello,

Running DepixelizeOnGPU (on a Debian Linux Buster system), execution starts fine, but gets stuck for a very long time (2 minutes !) on

Compiling shader : ../shaders/quad_shader.vert
Compiling shader : ../shaders/SimilarityGraph/eliminateCrossings.frag
Linking program

This is inside glLinkProgram. I'm not sure whether that is really expected,or I should submit a bug report against my OpenGL driver?

Samuel

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