Is the video based on applying the algorithm to the entire screen, or is it applied to the sprites individually, then they are plotted to the screen?
Just wondering, because the samples in the paper are all lone objects against a clear background. If the same object is drawn in front of a detailed background and then the upscaling is applied, this would affect the patterning. It's a little tricky to tell from the video, since the graphics (especially the backgrounds) use large blocks of plain colours.
Worst case, you could imagine Mario walking in front of the background and his shape shifting madly with every step he took?
(Edit: From freeze-framing the video, I'm guessing that the algorithm is being applied to the whole screen. The scaling works great when Mario is in front of the pale background. There are small artifacts when he crosses the black outline of the green bushes. Very minor in this video, I wonder how it would affect more intricate backgrounds or those that aren't such contrasting colours to the foreground?)
> Worst case, you could imagine Mario walking in front of the background and his shape shifting madly with every step he took?
This brings up something interesting: In terms of media containing sprites and minimal layering (e.g. NES-like games), wouldn't it be computationally cheaper to perform the scaling on the sprites and textures independently of one another, instead of post-processing? I wonder if there is any emulator that does this. I'm thinking not, as the NES wouldn't be capable of layering such detail (large sprites + textures). Upsampling emulators.. Hmm...
It'd be kind of hard, as what makes up a "sprite" lives in two different places - one that stores all the tile data, and another that basically describes which tiles make up which sprites. The latter is likely to change every frame, and potentially the former, too, so you'd still be rescaling some stuff every frame. You'd also have to rescale some things that are affected by palette changes, which sometimes change every frame (popular way to animate water, for example). Would you end up saving time this way? I'm not really sure. It's definitely an interesting idea.
i dont understand, as long as you figure out how to get the sprites into the right formats this would be immensely computationally cheaper ("time-saving"?) than post-processing every frame
The thing is, there's no "right format" for sprites, as they're used in the game. See http://benfry.com/deconstructulator/ for an example of how sprites are handled by the NES for Super Mario Bros. Mario is split into 8x8 pieces that are swapped out as needed: how do you determine which pieces are "Mario's sprite" and which are "that coin's sprite"? Remember that some pieces will change while others won't.
yea i dont doubt it would be complex & to build an upsampling sprite rendering engine you'd have to understand all this stuff. With old games like this it would probably involve some manual work cuz you'd have to recompose images, smooth as a unit, then decompose somehow back to the original tiling. I mean.... I'm not gonna do it & wouldn't bother trying
the computational price will be much much cheaper tho. swap in upsampled sprite (36 tiles to every 1 in old format, let's say) rather than post-processing every single frame in real-time with a smoothing/upsampling algorithm.
it would also keep the pieces distinct from each other rather than having objects/characters/backgrounds morph in & out of one another
Just wondering, because the samples in the paper are all lone objects against a clear background. If the same object is drawn in front of a detailed background and then the upscaling is applied, this would affect the patterning. It's a little tricky to tell from the video, since the graphics (especially the backgrounds) use large blocks of plain colours.
Worst case, you could imagine Mario walking in front of the background and his shape shifting madly with every step he took?
(Edit: From freeze-framing the video, I'm guessing that the algorithm is being applied to the whole screen. The scaling works great when Mario is in front of the pale background. There are small artifacts when he crosses the black outline of the green bushes. Very minor in this video, I wonder how it would affect more intricate backgrounds or those that aren't such contrasting colours to the foreground?)