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Reputation: 3 Neutral
Group:
Junior Members
Active Posts:
9 (0.11 per day)
Most Active In:
Duke Nukem 3D maps & level editing (9 posts)
Joined:
31-January 19
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User is offline Feb 10 2019 01:04 PM
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  1. In Topic: I tried doing neural network upscale of DN3D textures. Who can implement it back into the game?

    05 February 2019 - 06:06 AM

    View PostMrFlibble, on 03 February 2019 - 08:10 AM, said:

    For comparison, I grabbed a Cycloid Emperor sprite from the Spriters Resource and ran ESRGAN and SFTGAN tests, with results available here:
    https://imgur.com/a/TeoH3L0

    What's the idea behind blurring the source image first? I assume you resize first and then blur, right? So you kinda give it more space to interpret visual data, while also eliminating all the hard edges between pixels? Couldn't you just do a bicubic upscale to get a similar softening effect first? Also, ehat are you doing with the different background colors?

    The source image in all cases was softened with xBRZ before feeding it to ESRGAN and waifu2x. The waifu2x result was used for SFTGAN processing.

    The results are in the following order:
    • ESRGAN upscale with Manga109Attempt model
    • ESRGAN upscale w/ an interpolation of RRDB_ESRGAN_x4 and Manga109Attempt models (alpha = 0.5)
    • ESRGAN upscale w/ an interpolation of Manga109Attempt and RRDB_PSNR_x4 models (alpha = 0.5)
    • SFTGAN processing on an image scaled up with waifu2x (RGB model, TTA4)
    • blend of ESRGAN/Manga109 and SFTGAN
    • blend of Manga109/PSNR and SFTGAN

    Blending was accomplished by using the Layers -> Blend [median] tool in G'MIC plugin for GIMP.
  2. In Topic: I tried doing neural network upscale of DN3D textures. Who can implement it back into the game?

    04 February 2019 - 02:59 PM

    OK, I've been reading up on the now-famous DooM upscale mod. They found some good methods to get around the issue of masks. However, I realized while messing with Half-Life textures, that Gigapixel actually does pretty well with transparency. So I'll be trying the simple method of cutting out the black background and saving it like that, and upscaling that result. If it goes well, I think we have a solution.
  3. In Topic: I tried doing neural network upscale of DN3D textures. Who can implement it back into the game?

    04 February 2019 - 12:16 PM

    That's pretty funny, it loojs like claymation!

    I tried filling in the black background with purple. Gigapixel now shits itself and just resizes all the visible pixels. The model it uses just has no clue what to do with that.
  4. In Topic: I tried doing neural network upscale of DN3D textures. Who can implement it back into the game?

    03 February 2019 - 12:36 PM

    That's really good! It has a more cartoony look though, which isn't what I wanted from this personally. I feel like Gigapixel is trying to make it more photorealistic, and you start seeing that the creatures are made from clay.

    I don't know how to streamline a way to fix the impure black backgrounds that results from the upscale. I could do it if I just tweak each sprite by hand. But that will be a lot of work!
  5. In Topic: I tried doing neural network upscale of DN3D textures. Who can implement it back into the game?

    03 February 2019 - 04:51 AM

    This is Topaz Gigapixel.

    It's easy to just cut a mask from the original and put that onto the upscale, or if it's not identical to anything found in the actual sprite, just "clip" everything below a certain threshold to hard black.

    It is possible to change the backgrounds into a color not used in the sprites, upscale, and convert it back to black

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