How a new emulator generates 3D scenes from 2D NES games
arstechnica.com
arstechnica.com
I actually think voxels might look way cooler than attempting to generate smooth 3D objects with the original sprites textured mapped on top. It would retain more of the original character of the game, while adding some depth.
Do you mean like this mock up?
I laughed.
"Your first assumption might be that geod has hard-coded specific algorithms for each supported game, training the emulator in how to detect specific objects and create good-looking 3D models for them."
I don't know why anyone would assume that, given how poorly it works. My current assumption would be that game-specific algorithms would be the only way to make this work given how ambiguous NES graphics are. I suppose a top-tier neural network expert could make a game-agnostic algorithm... but it would probably handle a frame per minute on a multi-thousand-dollar machine.
I wish someone would come up with better filters for emulating CRT glow so the game would look like a series of photos of the game being played on a top-of-the-line CRT (PVM / BVM). But that would probably be way too slow, too. Actually I have an idea of how to do it...
If I could get an array of pixels per frame into Unity or some other game engine and make each pixel a light... or even just make each pixel a partially transparent shaded sphere bitmap and multiply them together where they over lap... it would probably run too slow but I once made something like that and looked pretty good and ran plenty fast albeit at a sub-NES resolution.
Because of this, you can do a lot of graphics processing up front and cache it on a per-tile basis. The hit rates on that cache are going to be massive.
Updating the sprites in CRAM is fairly rare (and impossible in any game that uses CROM).
You're tough. Every type of computer generated visuals have some cases that won't work well, given that there are so many semantic choices: anti-aliasing, dithering, textures, forms, compete for the information of each pixel. Each pixel can encode any subset of these features. We rely on the human brain to parse it and decode it meaningfully, and even then, it doesn't always work. If you've tried yourself at pixel art, you'll understand quickly (you can also look at the research on upscaling algorithms). So the result is very far from an actual product, but it's really impressive.
I'm a fan of Blargg's NTSC filter[a], included in snes9x-gtk.
http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_S...