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@@ -59,21 +59,19 @@ This implementation is **cross platform**.
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### [GLSL Installation](GLSL_Instructions.md)
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Note for developers: For performance, the GLSL shaders use the `POSTKERNEL` texture to store the gradient. You might need to make a backup of the `POSTKERNEL` texture before applying these shaders and restore it after if your other shaders or rendering engine uses the `POSTKERNEL` texture for other purposes. (In MPV's case, it gets ignored.)
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## HLSL Usage Instructions (MPC-BE with madVR)
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This implementation is **only for Windows**.
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This implementation is also **outdated**, the latest version is developped on GLSL.
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This implementation is **outdated**, the latest version is developped on GLSL.
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### [HLSL Installation](HLSL_Instructions.md)
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Note for developers: For performance, the HLSL shaders use the Alpha channel to store the gradient. You might need to make a backup of the alpha channel before applying these shaders and restore it after if your rendering engine uses the alpha channel for other purposes. (In MPC-BE's case, it gets ignored.)
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## Java Usage Instructions (Standalone)
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This implementation is **outdated**, the latest version is developped on GLSL.
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This implementation is also **outdated**, the latest version is developped on GLSL.
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### [Java Installation](Java_Instructions.md)
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-https://github.com/net2cn/Anime4KSharp (Anime4K Re-Implemented in C#)
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-https://github.com/andraantariksa/Anime4K-rs (Anime4K Re-Implemented in Rust)
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-https://github.com/k4yt3x/video2x (Anime Video Upscaling Pipeline)
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## Pseudo-Preprint Preview
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### [Read Full Pseudo-Preprint](Preprint.md)
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B. Peng
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August 2019
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*Ad perpetuam memoriam of all who perished in the Kyoto Animation arson attack.*
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### Table of Contents
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-[Abstract](Preprint.md#abstract)
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-[Introduction](Preprint.md#introduction)
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-[Proposed Method](Preprint.md#proposed-method)
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-[Results and Upscale Examples](Preprint.md#results)
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-[Discussion](Preprint.md#discussion)
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-[Analysis and Comparison to Other Algorithms](Preprint.md#analysis)
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### Abstract
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We present a state-of-the-art high-quality real-time SISR algorithm designed to work with Japanese animation and cartoons that is extremely fast *(~3ms with Vega 64 GPU)*, temporally coherent, simple to implement *(~100 lines of code)*, yet very effective. We find it surprising that this method is not currently used 'en masse', since the intuition leading us to this algorithm is very straightforward.
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Remarkably, the proposed method does not use any machine-learning or statistical approach, and is tailored to content that puts importance to well defined lines/edges while tolerates a sacrifice of the finer textures. The proposed algorithm can be quickly described as an iterative algorithm that treats color information as a heightmap and 'pushes' pixels towards probable edges using gradient-ascent. This is very likely what learning-based approaches are already doing under the hood (eg. VDSR<sup>**[1]**</sup>, waifu2x<sup>**[2]**</sup>).
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### How does it *actually actually* work?
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There's an excellent write-up by [shi-yan](https://github.com/shi-yan) that describes the (original v0.9) algorithm in detail (in fact better than in the preprint), with interactive sliders. See for yourself! https://epiphany.pub/@shi-yan/anime4k
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## FAQ
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### Why not just use waifu2x
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waifu2x is too slow for real time applications.
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### Why not just use madVR with NGU
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NGU is proprietary, this algorithm is licensed under MIT.
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### How does FSRCNNX compare to this
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Since it performs poorly (perceptually, for anime) compared to other algorithms, it was left out of our visual comparisons.
*Note: FSRCNNX was not specifically trained/designed for anime. It is however a good general-purpose SISR algorithm for video.*
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### Where are the PSNR/SSIM metrics
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There are no ground truths of 4K anime.
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### Why not do PSNR/SSIM on 480p->720p upscaling
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[Story Time](FAQ_Detail.md)
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Comparing PSNR/SSIM on 480p->720p upscales does not prove and is not a good indicator of 1080p->2160p upscaling quality. (Eg. poor performance of waifu2x on 1080p anime) 480p anime images have a lot of high frequency information (lines might be thinner than 1 pixel), while 1080p anime images have a lot of redundant information. 1080p->2160p upscaling on anime is thus objectively easier than 480p->720p.
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### I think the results are worse than \<x>
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Surely some people like sharper edges, some like softer ones. Do try it yourself on a few anime before reaching a definite conclusion. People *tend* to prefer sharper edges. Also, seeing the comparisons on a 1080p screen is not representative of the final results on a 4K screen, the pixel density and sharpness of the final image is simply not comparable.
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### Note for those who think this is not a 'upscaling' algorithm.
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[Explanation](Upscaling.md)
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TL;DR
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Sharpening, De-Blurring and Super-Resolution are equivalent.
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Anime4K can de-blur, and is equivalent to a SR algorithm.
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