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README.md

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# HDcube
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This is an [ESRGAN](https://github.com/xinntao/ESRGAN) model trained specifically for upscaling GameCube and Wii textures, but it can of course be used for other textures from that period.
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It can be used for all image formats supported by Gamecube and Wii hardware and can remove its typical artifacts like
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CMPR Block Compression (DXT1 algorithm, also known as BC1), color palette errors, color reduction up to 8bit color depth and 1bit alpha depth.
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## Usage
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I recommend [chaiNNer](https://github.com/chaiNNer-org/chaiNNer), which offers a graphical user interface and is based on a node system that can be used to solve very simple as well as very complex tasks effectively by "chaining" nodes together.
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You get the best quality if you upscale the alpha channel [separately](https://i.imgur.com/KLqjupn.png).
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## Image comparison
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|GameCube|HDCube 3|GameCube|HDCube 3|
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|---|---|---|---|
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|<img src="https://i.imgur.com/476bdeZ.png" width="256"/>|<img src="https://i.imgur.com/wYESlsV.png" width="256"/>|<img src="https://i.imgur.com/7GGgStJ.png" width="256"/>|<img src="https://i.imgur.com/euMrBE5.png" width="256"/>|
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|<img src="https://i.imgur.com/HxYcYN4.png" width="256"/>|<img src="https://i.imgur.com/GT9RjVc.png" width="256"/>|<img src="https://i.imgur.com/Bz39avz.png" width="256"/>|<img src="https://i.imgur.com/jXX6lhG.png" width="256"/>|
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|<img src="https://i.imgur.com/R34f0Jv.png" width="256"/>|<img src="https://i.imgur.com/heetXP2.png" width="256"/>|<img src="https://i.imgur.com/U2DXTH5.png" width="256"/>|<img src="https://i.imgur.com/XZ8x19N.png" width="256"/>|

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