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SpriteDX - Pixel Alignment - Integration

Updated
2 min read
SpriteDX - Pixel Alignment - Integration

Long story short, I integrated Anti-Corruption V1 model into spritedx.com. It’s live whether you want it or not.

Hey, it works, and is much faster than before! However, when you zoom in, you start to see some degradations ins quality.

Addressing Eye-Strain

First off, that magenta background is kind of a turn-off for people. It just feels like nineties, and instantly blinds my eyes. Perhaps there is a less agonizing background color to use or some client side filter to reduce the eye strain.

Did just that:

It appears as if it were simply a gray background but behind the scene, it has magenta background.

Will this be confusing? It may be. Longer term goal is to have theses templates be constructed on the fly using the individual character images. So, it might be fine.

Example Results

Next Steps

Looking at these results, I think I see some patterns. They feel like they have gone through a sharpness filter. I will study the issues and tackle them one by one. My guess is that the data augmentations we are doing when corrupting sprites is causing the model to learn to “always“ do debluring. So, we need to somehow make the model be able to only do that conditionally.

— Sprited Dev 🐛

SpriteDX - Pixel Alignment - Integration