PIXELFORGE v1.2.2

Workstation

Scientific Pipeline & Shaders

Inside Hybrid Bimodal-Plateau resampling, OKLab-BGM EM discovery, SVD structural denoise, CLAHE, and Bayesian Posterior dithering.

Standard image editors produce blurry, muddy pixel art because they rely on linear box/bicubic averaging, RGB k-means clustering, and unbounded error diffusion. PixelForge replaces every stage of that naive chain with perceptual OKLab color geometry and edge-preserving statistical shaders—matched across both the real-time WebGL 2 GPU backend and the deterministic CPU / Python backends.

End-to-End 8-Stage Pipeline#

Source Image / Video Frame
  │
  ├─ 1. SVD Low-Rank Structural Pre-Filter  (suppresses high-frequency sensor grain before edge math)
  ├─ 2. CLAHE Local Micro-Contrast + Color Grading  (lifts local shadow detail without clipping highlights)
  ├─ 3. Anisotropic 4-Quadrant Kuwahara Filter  (flattens noisy photo textures into clean cel plateaus)
  ├─ 4. Hybrid Bimodal-Plateau / Sobel Resampler  (snaps edges crisply while smoothing flat gradients)
  ├─ 5. Regularized OKLab-BGM EM Palette Discovery  (anisotropic Gaussian clusters + vivid accent boost)
  ├─ 6. Bayesian Posterior / 64×64 Blue Noise Quantizer  (2-nearest perceptual soft dither, zero 3rd-color bleed)
  ├─ 7. Morphological Cleanup & Adaptive Outlines  (1px orphan removal + luminance-aware ink contours)
  └─ 8. GPU Screen Post-FX Shaders  (Bloom, CRT Phosphor, Isometric 3D Voxel, Handheld LCD, Oscilloscope, Blueprint)

Downsampling Operators#

Choosing the right downsampler (size.resample) determines how sub-pixel geometry collapses onto the target pixel grid:

Mode Algorithm Best For
hybrid (Default) Hybrid Bimodal-Plateau: Evaluates an anisotropic gradient tensor across every source block. High-gradient blocks separate foreground/background modes bimodally so silhouettes stay razor-sharp; low-gradient plateaus blend smoothly without shimmering. Landscapes, 3D renders, concept art, portraits, video
sobel Sobel Edge-Weighted: Weights samples inversely to local Sobel gradient magnitude so contours never average across boundaries. Architectural photos, hard-surface props
nearest Point / Center Sample: Zero filtering; samples exact block centers. Pair with Auto-Detect Grid for pre-upscaled pixel art. Cleaning AI-upscaled or screenshot pixel art
box Area Box Average: Uniform integration over each source footprint. Smooth atmospheric gradients when paired with dithering

Pre-Filters: SVD, CLAHE & Kuwahara#

SVD Structural Noise Pre-Filter (adjust.svd: 0..1)#

Photographic JPEG artifacts and high-ISO grain fool edge detectors into creating speckled pixel noise. PixelForge's SVD / Low-Rank Bilateral Pre-Filter attenuates micro-variance inside coherent luminance neighborhoods while preserving structural singular edges prior to CLAHE and downsampling.

CLAHE Local Contrast (adjust.clahe: 0..1)#

Global contrast crushes dark caverns and blows out bright skies. Contrast-Limited Adaptive Histogram Equalization (CLAHE) equalizes local luminance tiles with clip limiting so shadowed rock faces and bright clouds both retain readable pixel clusters.

Anisotropic Kuwahara (adjust.kuwahara: 0..4)#

Evaluates four overlapping sub-windows around each sample and adopts the mean color of the quadrant with the lowest variance—turning busy grass, water, and skin textures into cohesive painterly planes ready for crisp quantization.

Palette Discovery in Perceptual OKLab#

Euclidean RGB distance treats green shades unfairly and collapses small, high-saturation focal accents (like glowing eyes, flowers, or warning lights) into muddy gray averages. PixelForge performs all clustering in Björn Ottosson's perceptual OKLab space:

Dithering & Bayesian Posterior Quantization#

Method Category Characteristics
posterior Bayesian Posterior (OKLab) Computes exact perceptual distances (d₁, d₂) to the two nearest OKLab palette centroids and derives a smooth Boltzmann posterior probability P(c₁) = d₂^γ / (d₁^γ + d₂^γ). Thresholded against a 64×64 void-and-cluster Blue Noise field with canonical index ordering (best₁ < best₂), it guarantees zero 3rd-color bleed and zero Voronoi boundary seams.
bluenoise 64×64 Void-and-Cluster Organic, filmic stipple pattern free of repetitive diagonal crosshatch artifacts.
bayer2 / bayer4 / bayer8 Ordered Bayer Matrix Classic structured pixel-art crosshatching ideal for Sega Genesis, PC-98, and GBA aesthetics.
cluster4 4×4 Halftone Dot Print-style clustered halftone stippling.
atkinson Bounded Error Diffusion Propagates 75% (6/8) of quantization error for high-contrast Macintosh 1-bit & indie aesthetics without muddying midtones.
floyd-steinberg / sierra-lite / jarvis Full Error Diffusion Smooth photographic tonal gradients on CPU/offline exports.

Tip

For animated video or sprite rotations, prefer posterior, bluenoise, or bayer4 over error diffusion (floyd-steinberg). Ordered and posterior shaders are spatially deterministic on the GPU, eliminating frame-to-frame "swimming" noise!

6 GPU Screen Post-FX Shaders#

Every output can pass through hardware-accelerated screen shaders (fx.mode):

  1. bloom — HDR emissive threshold extraction + soft multi-tap glow composite.
  2. crt — Trinitron aperture-grille phosphor triads, scanline beam modulation, and subtle barrel curvature.
  3. voxel — Extrudes each quantized pixel into a lit 2.5D isometric voxel column based on perceptual luminance height.
  4. lcd — Sub-pixel RGB dot-matrix grid modeled after classic handheld backlit LCDs.
  5. oscilloscope — Phosphor-green vector waveform trace deflected vertically by pixel luminance.
  6. blueprint — Architectural cyanotype schematic projection with technical grid lines and edge highlights.