Pixel art scaling algorithms
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Pixel art scaling algorithms are image scaling algorithms specifically designed to upsample (enlarge) low-resolution pixel and line art that contains thin lines, solid areas of colour rather than gradient fills or shading, and has not been anti-aliased.
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[edit] Motivation
Two standard scaling algorithms are bilinear and bicubic interpolation. Since they work by interpolating pixel colour values, and usually set each pixel to a value interpolated between four input pixel values, they introduce some blur into the output (a form of box blur). Although this is acceptable for continuous-tone images, it destroys contrast (sharp edges) and is often seen as ruining the appearance of line art.
Nearest neighbour interpolation preserves these sharp edges, but it introduces jaggies (aliasing that makes diagonal lines and curves look blocky). Thus, the ideal algorithm for enlarging line art would be one that would interpolate areas of continuous tone, preserve the sharpness of orthogonal lines and smooth (ideally with anti-aliasing) diagonal lines and curves. Several attempts have been made to accomplish this.
[edit] Efficiency
Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many are designed to run in real time for sufficiently small input images.
Many work only on specific scale factors: 2x is the most common, with 3x and 4x also present.
[edit] Algorithms
[edit] EPX/Scale2x/AdvMAME2x
EPX ("Eric's Pixel eXpansion") is an algorithm developed by Eric Johnston at LucasArts around 1992[1], when porting the SCUMM engine games from the IBM PC (which ran at 320×200×256 colors) to the early color Macintosh computers, which ran at more or less double that resolution.[2] The algorithm works as follows:
A --\ 1 2 C P B --/ 3 4 D IF C==A => 1=A IF A==B => 2=B IF B==D => 4=D IF D==C => 3=C IF of A, B, C, D, 3 or more are identical: 1=P,2=P,3=P,4=P
Later implementations of this same algorithm (as AdvMAME2x and Scale2x, developed around 2001) have a slightly different(more efficient) but functionally identical implementation:
A --\ 1 2 C P B --/ 3 4 D 1=P; 2=P; 3=P; 4=P; IF C==A AND C!=D AND A!=B => 1=A IF A==B AND A!=C AND B!=D => 2=B IF B==D AND B!=A AND D!=C => 4=D IF D==C AND D!=B AND C!=A => 3=C
The AdvMAME4x/Scale4x algorithm is just EPX applied twice to get 4x resolution.
[edit] Scale3x/AdvMAME3x
The AdvMAME3x/Scale3x algorithm is not the same as EPX, but is similar in a mathematical sense.
A B C --\ 1 2 3 D E F > 4 5 6 G H I --/ 7 8 9 1=E; 2=E; 3=E; 4=E; 5=E; 6=E; 7=E; 8=E; 9=E; IF D==B AND D!=H AND B!=F => 1=D IF (D==B AND D!=H AND B!=F AND E!=C) OR (B==F AND B!=D AND F!=H AND E!=A) 2=B IF B==F AND B!=D AND F!=H => 3=F IF (H==D AND H!=F AND D!=B AND E!=A) OR (D==B AND D!=H AND B!=F AND E!=G) 4=D 5=E IF (B==F AND B!=D AND F!=H AND E!=I) OR (F==H AND F!=B AND H!=D AND E!=C) 6=F IF H==D AND H!=F AND D!=B => 7=D IF (F==H AND F!=B AND H!=D AND E!=G) OR (H==D AND H!=F AND D!=B AND E!=I) 8=H IF F==H AND F!=B AND H!=D => 9=F
[edit] Eagle
Eagle works as follows: for every in pixel we will generate 4 out pixels, first, set all 4 to the colour of the in pixel we are currently scaling (like nearest neighbor), next lets look at the pixels up and to the left, if they are the same colour as each other set the top left pixel to that colour, continue doing the same for all four pixels, and then move to the next one[3].
Assume an in-matrix of 3x3 pixels where the center most pixel is the "current" pixel to be scaled, and an out matrix of 2×2 pixels (that is "this pixel after scaling")
first: |Then
. . . --\ CC |S T U --\ 1 2
. C . --/ CC |V C W --/ 3 4
. . . |X Y Z
| IF V==S==T => 1=S
| IF T==U==W => 2=U
| IF V==X==Y => 3=X
| IF W==Z==Y => 4=Z
Thus if we have a black pixel on a white background it will vanish. This is a bug in the Eagle algorithm, but is solved by its successors such as 2xSaI and HQ3x.
[edit] 2xSaI
2xSaI, short for 2x Scale and Interpolation engine, was inspired by Eagle. It was designed by Derek Liauw Kie Fa, also known as Kreed, primarily for use in console and computer emulators, and it has remained fairly popular in this niche. Many of the most popular emulators, including ZSNES and VisualBoyAdvance, offer this scaling algorithm as a feature.
Since Kreed released the source code under the GNU General Public License, it is freely available to anyone wishing to utilize it in a project released under that license. Developers wishing to use it in a non-GPL project would be required to rewrite the algorithm without using any of Kreed's existing code.
[edit] Super 2xSaI and Super Eagle
Several slightly different versions of the scaling algorithm are available, and these are often referred to as "Super 2xSaI", "2xSaI", and "Super Eagle".
Super Eagle which is also written by Kreed, is similar to the 2XSaI engine, but does more blending.
Super 2xSaI which is also written by Kreed is a filter which smoothes the graphics, but it blends more than the Super Eagle engine.
[edit] hqnx family
Maxim Stepin's hq2x, hq3x and hq4x are for scale factors of 2:1, 3:1 and 4:1 respectively. Each works by comparing the colour value of each pixel to those of its eight immediate neighbours, marking the neighbours as close or distant, and using a pregenerated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 or 16 corresponding output pixels. The hq3x family will perfectly smooth any diagonal line whose slope is ±1:2, ±1:1 or ±2:1 and which is not anti-aliased in the input; one with any other slope will alternate between two slopes in the output. It will also smooth very tight curves. Unlike 2xSaI, it anti-aliases the output.[4]
hqnx was initially created for the Super Nintendo emulator ZSNES.
[edit] Applications to arcade and console emulators
On sufficiently fast hardware, these algorithms allow resizing suitable for real-time applications such as games. These highly optimized algorithms provide sharp, crisp graphics while minimizing blur. Scaling art algorithms have been implemented in a wide range of emulators, 2D game engines and game engine recreations, for example in AdvanceMAME, DOSBox and ScummVM. They have gained wide recognition with gamers, with whom these technologies have encouraged a revival of the gaming experiences of the '80s and '90s.
Nowadays such filters are used in commercial emulators on Xbox Live, Virtual Console and PSN to allow classic low resolution games comfortably on modern HD ready displays. Retail to stores games that used filters recently are the Sonic's Ultimate Genesis Collection and Castlevania: The Dracula X Chronicles for Castlevania: Symphony of the Night and Akumajō Dracula X Chi no Rondo emulation.
[edit] References
- ^ "Indiana Jones and the Fate of Atlantis" (PNG screenshot). http://img228.imageshack.us/my.php?image=aboutiz3.png.
- ^ Thomas, Kas (1999). "Fast Blit Strategies: A Mac Programmer's Guide". MacTech. http://www.mactech.com/articles/mactech/Vol.15/15.06/FastBlitStrategies/index.html.
- ^ "Eagle (idea)". Everything2. 2007-18-01. http://everything2.com/index.pl?node_id=1859453.
- ^ Stepin, Maxim. "hq3x Magnification Filter". http://www.hiend3d.com/hq3x.html. Retrieved on 2007-07-03.
[edit] External links
- Updated version of 2xSaI algorithm with 32bpp support
- Scale2x homepage
- hq3x project (Windows utilities available)



