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Upscaling layouts using AI


johnparker007
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4 minutes ago, infection said:

This is image   

f52e6c0b-36b9-4301-a7da-90cfaddd072b.png

That's already pretty high resolution when I zoomed in! :) 

image.png

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[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
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11 hours ago, Reg said:

Will try this at the weekend.  This is the actual size, always liked the red one but the layout was a little small so this could be very good. :)

image.thumb.png.5b00cfba98b7049ce5d2beab341130c4.png

Had a quick go with the green one I found on here out of interest, as I'm still amazed how much it can get out of the source images :) - some improvements, though it does struggle with the tiny writing on the location squares around the edge of the board: 

Original
monopolyclub_original.thumb.png.a90cc3ac59668c31a3eb5b779e64f000.png

Scaled
monopolyclub_scaled.thumb.png.ed1f92af4bbc39d66552745c6160e61c.png


Some more writing:

Original
image.thumb.png.6182ea76fedc8bba66093bbf50a87370.png

Scaled
image.thumb.png.e757ca5e9e5321ca562f6a6f0a0178e7.png


Some 'cards' on the board...

Original
image.thumb.png.29b39b4a3c8b738f7f442bda6b36d802.png

Scaled

image.thumb.png.dea6bb96ec10e61798d2022edd08b559.png



Some more writing:

Original
image.thumb.png.1bbdf4fff816d1d1bc0c583dc8e72e04.png

Scaled
image.thumb.png.309cafa57af2b27000c84fd4f31cad29.png
 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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5 hours ago, A:E said:

I can feel an auto upscaling layout tool coming JP?   ;)

Take care bud.

J

I'll pm ya :) 

[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Just for the fun of it, I upscaled a reel from a Tuppenny Nudger style machine from this site, and mapped to a '3d reel' in Unity - original scale on left, upscaled 8x on right :)

image.thumb.png.5c3b241cd67b7912211f90979793d243.png

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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6 hours ago, A:E said:

What happens with masked lamps.  I’m assuming that is possible, this looks so amazing.

J

With Unity, it's got a ton of ways of rendering stuff, various pipelines etc.  I think a shader may end up being the way to go.  So unlike mfme's inbuilt renderer that has dark and light images, it would have say just a large glass 'lamps off' image, and then illuminate areas on that image dynamically with the shader to simulate the individual lamps behind the glass, reels etc.  Summats like that anyway :) 

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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Just a little tech tinkering with those upscaled reels and MFME - MFME driving the 3D renderer (the 3D reels are mirroring the MFME 2D reel).  It's all very hacked together and laggy, I may be able to fix the slight delay between MFME and 3D engine...
 

 

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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As this has kind of morphed away from the original topic of AI upscaling now - I've started a new thread in the Technical section, for updates to the 3D renderer project :) 
 

 

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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4 minutes ago, Pootis Spencer said:

This is very interesting indeed. The obvious main issue with dx'ing is the source artwork being low res. I'm still learning photoshop even after all these years to try various ways to sharpen images suitable for a decent dx. This though sounds like it could be a solution for low res images. 

That means editing and being implemented into new layouts, very exciting indeed.

 

 

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10 hours ago, Pootis Spencer said:

Not fruit machine related but I have a vpin that I would d love to have The Jetsons artwork on that this guy did

http://www.jonchad.com/illustration.html#

I used an online upscaler but it seemed to distort it too much so I'm going to try this and see how it works out. 

Newby here :) As a fellow V-pinhead,  I did the backglass with Gigapixel A.I. Maybe you like it: https://drive.google.com/file/d/1vAtmCBfALkzy7fpdv6OQpHqTDUA-hona/view?usp=sharing

 

 

 

 

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2 hours ago, Laylow said:

Newby here :) As a fellow V-pinhead,  I did the backglass with Gigapixel A.I. Maybe you like it: https://drive.google.com/file/d/1vAtmCBfALkzy7fpdv6OQpHqTDUA-hona/view?usp=sharing

@Laylow Wow that turned out better than mine did. Do you know what the limitations are on the trial? 

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I had a look at the Jetsons pinball artwork, and I believe you should get incredibly good results following the guide I posted earlier in the thread.  The reason being is that it's drawn art, exactly what the waifu2x AI was trained on (manga graphic novels).

[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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