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Reputation: 551 My posts turn threads into gold
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User is offline Oct 16 2018 09:33 AM
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  1. In Topic: Scaling sprites by combining waifu2x and xBRZ output

    16 October 2018 - 09:37 AM

    Alrighty, following some feedback from the discussion in the NVIDIA GameWorks SuperResolution thread I'm trying to figure out how to counter the blur produced by waifu2x (other than attempting to retrain it using different images, I'm feeling ready to try that out yet).

    The thing is that the NVIDIA nework is indeed capable of creating images that appear more or less redrawn at higher resolution by hand (check out a couple of comparisons I posted here), while waifu2x, while creating smooth curves, produces a generally blurry image. Adding noise only partially addresses this issue.

    There are filter called Rock in IrfanView which creates a kinda-sorta emboss effect, accentuating edges of areas with different colours. I quickly ran this with a previous monster test:
    Spoiler

    The image was scaled up 4x with waifu2x and then the Rock filter was applied at 4x. I scaled it back down to 2x with Sinc3. Ignore the greenish halo at some of the sprites' edges, this was a quick test without the extra steps to remove those.

    I'm not completely happy with the result though. Is there another way to get rid of the blur towards a pixel art-esque sharpening effect? Simply sharpening the image or applying unsharp mask filters doesn't quite cut it. A simple conversion of the resized image to the 8-bit palette also contributes very little to removing the blur.
  2. In Topic: Shadow Warrior betas released!

    16 October 2018 - 08:03 AM

    I wonder if it would be possible to make an entire game with all the resources? Is the community allowed to do something like that?

    I mean of course that such game would not be a separate project but a reconstruction of what the early builds could have ended up if their development took a different direction (or rather, stayed on the old course instead of evolving into the final 1997 version).
  3. In Topic: Archived websites with gold material

    16 October 2018 - 07:26 AM

    Yup, the GT Interactive sites don't have all their content archived, sadly.
  4. In Topic: Scaling sprites by combining waifu2x and xBRZ output

    09 October 2018 - 09:07 AM

    View PostMrFlibble, on 04 October 2018 - 10:11 AM, said:

    It's also worth noting that I tried scaling up Doom sprites, with the results broadly similar to what another user achieved with NVIDIA GameWorks Super Resolution neural network scaling (I doubt that one was trained on anime images).

    Further on this, I tried scaling up some Doom textures and I have to say there's a noticeable difference, namely, waifu2x blurs colours a lot, especially at low contrast arear whereas the NVIDIA network keeps the image sharp, even though there's some notable ringing sometimes.
  5. In Topic: Scaling sprites by combining waifu2x and xBRZ output

    04 October 2018 - 10:11 AM

    View PostHendricks266, on 03 October 2018 - 04:23 PM, said:

    I presume waifu2x has been trained on anime-like drawings, and I suspect this is why your images look like oil paintings.

    I'm not sure. First off, waifu2x does a pretty decent job scaling up 3D rendered images and photos without the result looking like oil paintings. It's also worth noting that I tried scaling up Doom sprites, with the results broadly similar to what another user achieved with NVIDIA GameWorks Super Resolution neural network scaling (I doubt that one was trained on anime images).

    I suppose this is more to do with the nature of the material which is upscaled, namely 8-bit colour, low resolution images (even if produced from 3D models). Even though smoothing the source images allows to achieve better results, there are still limitations in place, as waifu2x doesn't really add detail no idea if a neural network trained specifically on sprite sets would.

    From my observations, scaling images to twice the original size works pretty well, everything beyond that highly depends on what is being worked with. Existing detail will get more clearly visible, if not too small, but if a certain detail comprises a few pixels that the player basically guesses what it is I'm not sure if there's a way to enhance that in an automated fashion.

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