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Hawkynt

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  1. The executable is not for Paint.NET. It can be used without Paint.NET to resize images from the command line or by using the built-in GUI.
  2. OK guys, from Version r25b on, it will be under Tools. I just released it.
  3. I finally packed my image filtering library into a Paint.NET Plugin which can be downloaded here: 2dImageFilter-r133.dll https://hawkynt.github.io/2dimagefilter/ Find these filters in Effects > Tools > 2D Image Filter This library contains all of the standard algorithms used in various emulators (like VirtualGB, Mame, DOSBox, SNES9x, ZSNES to name some of them). I adapted them to be used not only on pixel graphics by giving them the ability to identify pixels that are alike and not exactly the same color. They will interpolate on matches to give slightly better results than their original. Even though some scaler's seem to result in the same image, they're all slightly different and the best fit heavily depends on the source material. All Algorithms have been rewritten from scratch by looking at the original code, understanding and then adapting so these should be clean (schoolar) version of the algo's. Thanks to all the people that made up their minds and invented these scalers. Without them I couldn't have coded this. To demonstrate some of the filtering techniques, I will use this image: Scale2x: AdvInterp2x: Scale3x: AdvInterp3x: Bilinear+(Original): Bilinear+: Eagle2x: Eagle3x (I invented this one because it did not exists before): Eagle3x(Variant B ): Super Eagle: Scale and Interpolate (alias SaI2x): Super Scale and Interpolate (alias SuperSai): EPXB: EPXC: EPX3: HQ2x(Normal, Bold and Smart, HQ4x, HQ2x3, HQ2x4, etc.): HQ3x(which is also available as normal, bold and smart version): LQ2x(also LQ3x, LQ4x, Normal, Smart, Bold, LQ2x3, LQ2x4, etc.): XBR4x( also XBR2x, XBR3x, with and without color interpolation): Also included in this package: Scanline Effects, RGB Effects, TV Effects, RGB- and YUV- Channel extraction and many more. I recommend using "Render to Clipboard" and paste the result into a new image because the plugin can not resize the canvas itself. The development thread can be found here.
  4. OK we'll do that when we got this XBr working as expected. Hyllian, I tracked your 3x differencies back in code, thanks for the standalone version. Without it I wouldn't been able to find the differencies. It's like I assumed earlier: You changed your filter code over time so this is the difference in 3x FILTRO: #if ORIGINAL_IMPL if ((e < i) && (!_IsEqual(pf, pb) && !_IsEqual(ph, pd) || _IsEqual(pe, pi) && (!_IsEqual(pf, i4) && !_IsEqual(ph, i5)) || _IsEqual(pe, pg) || _IsEqual(pe, pc))) { #else if ((e < i) && (!_IsEqual(pf, pb) && !_IsEqual(pf, pc) || !_IsEqual(ph, pd) && !_IsEqual(ph, pg) || _IsEqual(pe, pi) && (!_IsEqual(pf, f4) && !_IsEqual(pf, i4) || !_IsEqual(ph, h5) && !_IsEqual(ph, i5)) || _IsEqual(pe, pg) || _IsEqual(pe, pc))) { #endif The Part in the ORIGINAL_IMPL is the one from your standalone, the one below is the one from your original C-sources. I'll now continue on the 4x and 2x differencies. Can you tell me which of all your 2x'es you used ? Edit: 4x is also solved, you used 4x v2 which is slightly different. Edit: 2x is solved, you used 2x v5. I'll release the current version.
  5. Isn't it already publicy available ? I mean everyone can download it already.
  6. Could you please send me the source code from your standalone app to compare sources ?
  7. OK could you tell me which weights you use for blending ? formula is c=(a*n+b*m)/(n+m) Just need to know the values n and m for each blend case to fix that. Your code was optimized so I thought these were yours (could you pls confirm?): 32W 7:1 64W 3:1 128W 1:1 192W 1:3 224W 1:7
  8. But in the 3x version everything is done without interpolation ....
  9. I used PaintDotNet to find the differencies in our results. Hope this helps to identify which conditions in source could be different from yours. 2x->ref 3x(NoBlend)->ref 4x->ref
  10. You mean 3x, right ? Because I can not see any differencies in 4x's cross down right. The alpha blend was modified with the code you gave me when we talked about performance hacks. From this time on, I realized what you were doing and simply used methods I already had. It seems to me that the kernel code is affected and switches wrong. Or it does not combine the right pixels. Btw: This is Sonic from the SEGA console systems: And I'm from germany/berlin
  11. The white block is his belly button and the green one on his nose is just the nostril from the other side *just kidding* But still it looks good. So what do we want to do with the 2x checkerboard glitch ? The accuracy of your filter is really good, I agree, but the most important: you forgot Sonic in your test image Your filter has the widest matrix for it's kernel from all algo's I implemented, so it could be theoretically possible to detect circles not only lines. This is why I'm using the other test-pattern. It has straight lines, 90° corners, 45° lines, 22.5° lines which form a circle (the smilie), a checkerboard and gradients. All of these are tasks a perfect filter should master. Your matrix has potential for that. If you have time in the future to invent a new filter, this should be the directions where you could improve your solid base from the xbr on. If you still rely on your (more related to practice then theory) test image, you could try to detect Boo's round shape or the head of Toad. These should be similar to my (more theoretical) test-pattern. Btw: Where are you from ?
  12. XBR3x XBR3x(NoBlend) PS:You could also resize the image on your own with the executable from here 2dimagefilter@googlecode.
  13. Yeah but these Jaggies may look nice sometimes depending on image material and resolution (like with every filter of course). I also like the 3x version more than your original because it renders sharper 90° edges. Looking forward to see where the bug in the 2x implementation is PS: The implementation for these is is sPixel.cs, they're mathematically equal to yours and were also used in Hqnx filters and all the others I upgraded.
  14. OK I released the next version. I reverse engineered how your version without blending works and added three more filters to the library which are basically yours without blending. Xbr2x(NoBlend) Xbr3x(NoBlend) Xbr4x(NoBlend)
  15. Left is my result, right is the reference image you provided. XBR2x (Checkerboards do not match with yours, as well as 2*2 pixel blocks) XBR3x (Your reference image did not have any interpolated pixels, poss. wrong ref. image ?) XBR4x (this seems to be identical with your version) The biggest difference here I see in the 2x/3x is at the checkboard texture. Don't know why this happens (yet)
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