All posts by Juha

About depixelizing

Depixelizing pixel artVectored version
Depixelizing pixel art

In my search for a solution to make my graphics scalable I heard a rumor about Nintendo having released their pixels-to-vector algorithm as open source! Could this be true? I haven’t found any reliable information of this yet.

What I am talking about is something like Johannes Kopf and Dani Lischinski had developed and described in their paper Depixelizing Pixel Art. Sadly, their solution is not available for public and it seems that I end up looking this paper after every search attempt… There is something going on at the SNES scene, for example xBr 2.2, but real time shaders aren’t exactly what am looking for.

Heavy infantry graphic tile evolution

Human heavy infantry graphic tile evolution
Human heavy infantry graphic tile evolution


Here is an example image of how difficult it is to make use of old 8-bit graphics in a modern game development. The first image on the left was drawn way back in the late 80’s. It was the first attempt to create a heavy infantry icon to our game, then called Warmaster for Amiga OS. The second to the right is just a doubled image of a later SVGA-version for Windows. Third image is a experiment with HQ2X – an attempt to speed up the graphic design process. It’s better than the plain nearest neighbour scaling but we have to admit it lacks the detail and refinement of a hand crafted icon. Although pixel editing is slow and considered a skill from the past, we’ll have to stick to it unless there soon pops out a powerful pixel-to-vector-converter somewhere.