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  2. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    The Kopf–Lischinski algorithm is a novel way to extract resolution-independent vector graphics from pixel art described in the 2011 paper "Depixelizing Pixel Art". [23] A Python implementation is available. [24] The algorithm has been ported to GPUs and optimized for real-time rendering. The source code is available for this variant. [25]

  3. Sprite (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Sprite_(computer_graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. [ 1 ]

  4. Pixel art - Wikipedia

    en.wikipedia.org/wiki/Pixel_art

    Pixel art [note 1] is a form of digital art drawn with graphical software where images are built using pixels as the only building block. [2] It is widely associated with the low-resolution graphics from 8-bit and 16-bit era computers, arcade machines and video game consoles, in addition to other limited systems such as LED displays and graphing calculators, which have a limited number of ...

  5. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1]

  6. TMS9918 - Wikipedia

    en.wikipedia.org/wiki/TMS9918

    There can be up to 32 monochrome sprites of either 8×8 or 16×16 pixels on screen, each sprite with its own, single color. The illusion of multicolor sprites can be created by stacking multiple sprites on top of each other. There can be no more than 4 sprites on a single scanline; any additional sprites' horizontal pixels are dropped.

  7. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer ...

  8. Non-photorealistic rendering - Wikipedia

    en.wikipedia.org/wiki/Non-photorealistic_rendering

    Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism. NPR is inspired by other artistic modes such as painting, drawing, technical illustration, and animated cartoons.

  9. ZX Spectrum graphic modes - Wikipedia

    en.wikipedia.org/wiki/ZX_Spectrum_graphic_modes

    Standard ZX Spectrum palette with dithering, in pixel art. The low per-pixel bit depth of only one bit per pixel has urged the graphic artists (e.g. at ZX-Art) to resort to various dithering techniques. Dithering works very well with CRT TV sets of the era, because analog televisions employ a high amount of blur in both the horizontal and ...

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