README Author: Cary Yang caryy@andrew.cmu.edu
This project is a C++ implementation of Depixelizing Pixel Art, by Kopf and Lischinski, SIGGRAPH 2011, written for my final project in CMU's 15-463, Computational Photography.
This code has only been tested on the files in the images/ directory, it is likely to contain bugs. Also, the optimization phase does not appear to work correctly (output does not match paper's results).
What follows is instructions on building the code, running the program, and a description of the source files.
This README and the CMake build system for this project were largely adapted from projects in CMU's 15-462, Computer Graphics.
There are some libraries required for this to compile, namely OpenCV (for image reading/writing and colorspace conversion) and Boost (for the Voronoi diagram and filesystem utilities).
This project uses the CMake build system (www.cmake.org). CMake is a kind of "meta build-system," in that it creates a build system for you. It supports many different build systems, ranging from Unix Makefiles to Visual Studio projects to XCode projects.
1) If you don't have CMake installed, you should install it. If you're running Linux, it should be available through your disto's package manager (apt-get, pacman, ports, etc). Windows and OSX installers can be downloaded from http://www.cmake.org/cmake/resources/software.html 2) Open up a command prompt in the "build" directory and run "cmake ../src". CMake will generate the build system in the build directory. By default, CMake will generate Makefiles on Linux and OSX and a Visual Studio project on Windows. If you'd like to change that, you can pass a different "generator" to cmake with the -G flag. A full list of generators can be found at the bottom of the output generated by running "cmake". For example, "cmake -G 'Xcode' ../src" will generate an Xcode project on OSX. 3) You can now use the build system in the "build" directory. The default target will compile everything for you, and the "install" target will copy the executable to the main "final_project" directory.
NOTE: This project has only been tested on OS X Yosemite, compilation on other targets is not gauranteed.
WARNING: This project will only compile with GNU-based compilers and will most likely not run on Windows as the proper runtime libraries are not included.
./depixelize [options] input_filename
Program Options:
-o --output
A description of the top-level directories and all source/header file pairs follows.
README -- this file
images/ -- a set of input images from the original paper (C) Nintendo Co., Ltd
src/build/* == Build system stuff. CMakeLists.txt -- Compiler flags can be adjusted by editing the list in here.
src/depixelize/ == Project-specific files. main -- Main function, and application backend. pixel_grid -- An implementation of an 8-connected pixel grid that can make itself planar and resolve ambiguities. spline_optimizer -- Extracts and optimizes splines from the Voronoi diagram. color_util -- Various color utility functions. math_util -- Various math utility functions. voronoi_visual_utils -- Voronoi utilities, borrowed from the voronoi_visualizer example in Boost.
src/geometry/ == Geometry related classes and functions bspline -- Contains a B-spline implementation that can find its own curvature and be integrated. edge -- Simple undirected-edge made from 2 points. point -- Simple point implementation, with some math utility operators implemented. shape -- A shape, defined by a B-spline edge and a list of internal color points. types -- Various common types.
src/render/ == Rendering related classes renderer -- Base interface for all renderers. Defines rendering lists of shapes to arbitrary formats. svg_renderer -- SVG implementation of the renderer. simple_svg_1.0.0 -- An SVG rendering library from the Internets.