MEETING-DATE:January 8, 2020 MEETING-LOCATION:DC 2102 MEETING-TIME:10:30 MEETING-CHAIR:Craig Kaplan MEETING-CHAIRPIC:craig.jpg COFFEE-HOUR-LAST-WEEK:Volunteers? COFFEE-HOUR-THIS-WEEK:Volunteers? COFFEE-HOUR-NEXT-WEEK:Volunteers? FORTH-DATE1:January 15, 2020 FORTH-DATE2:January 22, 2020 FORTH-DATE3:January 29, 2020 FORTH-DATE4:February 5, 2020 FORTH-LOCATION1:DC 3317 10:30 FORTH-LOCATION2:DC 3317 10:30 FORTH-LOCATION3:DC 3317 10:30 FORTH-LOCATION4:DC 3317 10:30 FORTH-CHAIR1:Nathan King FORTH-CHAIR2:Ilene Lu FORTH-CHAIR3:Stephen Mann FORTH-CHAIR4:Jonathan Panuelos FORTH-CHAIRPIC1:king.jpg FORTH-CHAIRPIC2:chair2.jpg FORTH-CHAIRPIC3:smann-3.jpg FORTH-CHAIRPIC4:jonathan.png FORTH-TP1:Craig Kaplan FORTH-TP2:Nathan King FORTH-TP3:Ilene Lu FORTH-TP4:Stephen Mann FORTH-TPPIC1:craig.jpg FORTH-TPPIC2:king.jpg FORTH-TPPIC3:chair2.jpg FORTH-TPPIC4:smann-3.jpg TPNAME:Morgan McGuire TPTITLE:Upscaling "8-bit" pixel art TPABSTRACT:

(My current research is 90% about building massive distributed graphics systems that combine Monte Carlo ray tracing methods, human perception, machine learning, hardware architecture, and networking. For a variety of reasons, this is a poor fit for a CGL talk, so instead I'm going talk about a more recreational problem I've been nibbling on for several years.)

The limitations of 8-bit gaming systems from the 1980's, such as the Gameboy and NES, led to a specific art style characterized by small, high-contrast palettes, dithering, aliased lines, and content elements on the scale of 5 to 16 pixels. For a variety of applications it is necessary to efficiently double the resolution of sprites, font glyphs, and full-screen images in this style without distorting its character. Due to aliasing, both nearest neighbor and bilinear or higher-order interpolation distort the perception of content by increasing jaggedness or blurriness.

There has been slow but steady progress on this problem for the past 20 years, largely driven by the retro computer emulation community. I'll present an approach I'm pursuing inspired by modern post-process antialiasing filters, regular expressions, and line beautification algorithms. My algorithm, McScaly2X, currently exceeds the quality and performance of alternatives, but inherits some bad worst-case failures from the EPX algorithm that it builds on.

TPPIC:durian.jpg DIONE: DITWO: DITHREE: DIFOUR: AIONE: AITWO: AITHREE: AIFOUR: LEONE: LETWO: LETHREE: LEFOUR: CONONE:SIGGRAPH 2020 is July 19-23, 2020 in Washington DC. Deadline is Jan 23, 2020. CONTWO:Graphics Interface 2020 is May 21-22, 2020 in Toronto. Deadline is December 20, 2019. CONTHREE:Computer Graphics International CGI 2020, June 22-25, 2020 in Geneva, Switzerland. Deadline is April 20, 2020. CONFOUR: DMONE: DMTWO: DMTHREE: DMFOUR: SEMINARS:
Thursday, 9 January 2020, 12:00PM - Computer Science (Human-Computer Interaction), DC 2314
Alex Williams: -- The Perpetual Work Life of Crowdworkers: How Tooling Practices Increase Fragmentation in Crowdwork
Monday, 13 January 2020, 10:30AM - Computer Science (Human-Computer Interaction), DC 2314
Alex Williams: -- Systems for Managing Work-Related Transitions