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| Content Provider | IEEE Xplore Digital Library |
|---|---|
| Author | Silva, M.A.G. Montenegro, A. Clua, E. Vasconcelos, C. Lage, M. |
| Copyright Year | 2013 |
| Description | Author affiliation: Inst. de Comput., Univ. Fed. Fluminense (UFF), Niteroi, Brazil (Silva, M.A.G.; Montenegro, A.; Clua, E.; Vasconcelos, C.; Lage, M.) |
| Abstract | Several methods have been proposed to overcome the pixel art scaling problem through the years. In this article we describe a novel approach to be applied through a massively parallel architecture that can address this issue in real time. To achieve this we design a local and context independent algorithm that enables an efficient parallel implementation on the GPU, delivering full frames output at response time for the user interaction. Our main goal is to apply the method on full frames of old games, which were based on pixel art graphics until the half of the 1990's, and keep the output frame rate good enough for playing. |
| Starting Page | 274 |
| Ending Page | 281 |
| File Size | 827877 |
| Page Count | 8 |
| File Format | |
| ISBN | 9780769550992 |
| ISSN | 15301834 |
| DOI | 10.1109/SIBGRAPI.2013.45 |
| Language | English |
| Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Publisher Date | 2013-08-05 |
| Publisher Place | Peru |
| Access Restriction | Subscribed |
| Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Subject Keyword | Art Games Image edge detection Graphics processing units Shape Image color analysis Algorithm design and analysis retro pixel art upscaling vectorization |
| Content Type | Text |
| Resource Type | Article |
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