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Re:Pixel art and the art of preserving pixel size by bendmorris on Thursday August 02, 2012 @11:34PM (#4332391)
Also, if you draw your pixel graphics pre-scaled, you're locking yourself into nearest-neighbor interpolation. There are plenty of other cool interpolation algorithms that you might want to use to use, like scale2x or hq2x.
Re:Pixel art and the art of preserving pixel size by usea on Friday August 03, 2012 @02:25AM (#4332825)
Those are some of the worst things you can do to pixel art. Truly horrible.
Re:Pixel art and the art of preserving pixel size by tsahyt on Friday August 03, 2012 @03:08AM (#4332917)
It kills the "pixelness" of it, yes. Personally I do like them though. Those algorithms do create interesting looking graphics. Last year, me and my girlfriend decided to play some classic Mario again, and since we didn't have any old Nintendos nearby we used SNES9X which uses, I think, hqx. It's different but quite neat.

For making a dedicated pixel art game they're unusable though.

Re:Pixel art and the art of preserving pixel size by adunk on Friday August 03, 2012 @10:36AM (#4334204)
There was a cool SIGGRAPH 2011 paper from Johannes Kopf from Microsoft Research and Dani Lischinski from The Hebrew University that presents a new pixel scaling algorithm that really takes pixel scaling to a whole new level. Check it out here: http://research.microsoft.com/en-us/um/people/kopf/pixelart/
Re:Pixel art and the art of preserving pixel size by 89a on Friday August 03, 2012 @06:23AM (#4333392)
Actually the worst thing is just linear interpolation.

Why so many emulators default to that is mind boggling.