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Agent Skill · 研究检索

pixel-art-scaler(像素艺术缩放器)

pixel-art-scaler 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

pixel-art-scaler 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 39,607。

总安装 1,388周安装 59GitHub Stars 98下载 486核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:pixel-art-scaler(像素艺术缩放器)
来源仓库:https://github.com/erichowens/some_claude_skills
仓库路径:skills/pixel-art-scaler
安装命令:
npx skills add https://github.com/erichowens/some_claude_skills --skill pixel-art-scaler
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/erichowens/some_claude_skills --skill pixel-art-scaler

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

pixel-art-scaler 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位候选结果。适用于需要根据关键词或任务场景从来源线索中筛选信息的场景。通过 npx skills add 命令从指定 GitHub 仓库安装并使用该技能。

安装前需确认权限范围和维护状态,注意可能触发联网或文件读写操作。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/pixel-art-scaler

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/erichowens/some_claude_skills --skill pixel-ar…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

pixel-art-scaler 怎么安装?

在终端执行 npx skills add https://github.com/erichowens/some_claude_skills --skill pixel-art-scaler。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

pixel-art-scaler 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

pixel-art-scaler 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

pixel-art-scaler 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

pixel-art-scaler 用的人多吗?

公开数据是累计安装 1,388 次,近一周安装 59 次,下载 486 次,GitHub 98 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

pixel-art-scaler 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
pixel-art-scaler

像素艺术缩放器 · 本页

1,38898只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Pixel Art Scaler

Deterministic algorithms for upscaling pixel art that preserve aesthetics by adding valid sub-pixels through edge detection and pattern matching.

When to Use

✅ Use for:

  • Upscaling retro game sprites, icons, and pixel art
  • 2x, 3x, 4x scaling with edge-aware interpolation
  • Preserving sharp pixel art aesthetic at higher resolutions
  • Converting 8x8, 16x16, 32x32, 48x48 pixel art for retina displays
  • Comparing deterministic vs AI/ML approaches

❌ NOT for:

  • Photographs or realistic images (use AI super-resolution)
  • Simple geometric scaling (use nearest-neighbor)
  • Vector art (use SVG)
  • Text rendering (use font hinting)
  • Arbitrary non-integer scaling (algorithms work best at 2x, 3x, 4x)

Core Algorithms

1. EPX/Scale2x (Fastest, Good Quality)

Best for: Quick iteration, 2x/3x scaling, transparent sprites

How it works:

  • Examines each pixel and its 4 cardinal neighbors (N, S, E, W)
  • Expands 1 pixel → 4 pixels (2x) or 9 pixels (3x) using edge detection
  • Only uses colors from original palette (no new colors)
  • Handles transparency correctly

When to use:

  • Need fast processing (100+ icons)
  • Want crisp edges with no anti-aliasing
  • Source has clean pixel boundaries
  • Transparency preservation is critical

Timeline: Invented by Eric Johnston at LucasArts (~1992), rediscovered by Andrea Mazzoleni (2001)

2. hq2x/hq3x/hq4x (High Quality, Slower)

Best for: Final renders, complex sprites, smooth gradients

How it works:

  • Pattern matching on 3x3 neighborhoods (256 possible patterns)
  • YUV color space thresholds for edge detection
  • Sophisticated interpolation rules per pattern
  • Produces smooth, anti-aliased edges

When to use:

  • Final production assets
  • Source has gradients or dithering
  • Want smooth, anti-aliased results
  • Processing time is acceptable (~5-10x slower than EPX)

Timeline: Developed by Maxim Stepin for emulators (2003)

3. xBR/Super-xBR (Highest Quality, Slowest)

Best for: Hero assets, promotional materials, detailed sprites

How it works:

  • Advanced edge detection with weighted blending
  • Multiple passes for smoother results (Super-xBR)
  • Preserves fine details while smoothing edges
  • Best anti-aliasing of the three algorithms

When to use:

  • Maximum quality needed
  • Complex sprites with fine details
  • Marketing/promotional use
  • Time is not a constraint (~20x slower than EPX)

Timeline: xBR by Hyllian (2011), Super-xBR (2015)

Anti-Patterns

Anti-Pattern: Nearest-Neighbor for Display

Novice thinking: "Just use nearest-neighbor 4x, it preserves pixels"

Reality: Nearest-neighbor creates blocky repetition without adding detail. Each pixel becomes NxN identical blocks, which looks crude on high-DPI displays.

What deterministic algorithms do: Add valid sub-pixels through pattern recognition - a diagonal edge gets anti-aliased pixels, straight edges stay crisp.

Timeline:

  • Pre-2000s: Nearest-neighbor was only option
  • 2001+: EPX/Scale2x enabled smart 2x scaling
  • 2003+: hq2x added sophisticated pattern matching
  • 2011+: xBR became state-of-the-art

When nearest-neighbor IS correct: Viewing pixel art at exact integer multiples in pixel-perfect contexts (e.g., 1:1 reference images).

Anti-Pattern: Using AI/ML for Pixel Art

Novice thinking: "Real-ESRGAN / Waifu2x will give better results"

Reality: AI models trained on photos/anime add inappropriate detail to pixel art. They invent textures and smooth edges that shouldn't exist, destroying the intentional pixel-level decisions.

LLM mistake: Training data includes "upscaling = use AI models" advice from photo editing contexts.

Correct approach:

Source TypeAlgorithm
Pixel art (sprites, icons)EPX/hq2x/xBR (this skill)
Pixel art photos (screenshots)Hybrid: xBR first, then light AI
Photos/realistic artAI super-resolution
Mixed contentTest both, compare results

Anti-Pattern: Wrong Algorithm for Context

Novice thinking: "Always use the highest quality algorithm"

Reality: Different algorithms serve different purposes:

ContextAlgorithmWhy
Iteration/prototypingEPX10x faster, good enough
Production assets (web)hq2xBalance of quality/size
Hero images (marketing)xBRMaximum quality
Transparent spritesEPXBest transparency handling
Complex gradientshq4xBest gradient interpolation

Validation: Always compare outputs visually - sometimes EPX 2x looks better than hq4x!

Usage

Quick Start

# Install dependencies
cd ~/.claude/skills/pixel-art-scaler/scripts
pip install Pillow numpy

# Scale a single icon with EPX 2x (fastest)
python3 scale_epx.py input.png output.png --scale 2

# Scale with hq2x (high quality)
python3 scale_hqx.py input.png output.png --scale 2

# Scale with xBR (maximum quality)
python3 scale_xbr.py input.png output.png --scale 2

# Batch process directory
python3 batch_scale.py input_dir/ output_dir/ --algorithm epx --scale 2

# Compare all algorithms side-by-side
python3 compare_algorithms.py input.png output_comparison.html

Algorithm Selection Guide

Decision tree:

Need to scale pixel art?
├── Transparency important? → EPX
├── Fast iteration needed? → EPX
├── Complex gradients/dithering? → hq2x or hq4x
├── Maximum quality for hero asset? → xBR
└── Not sure? → Run compare_algorithms.py

Typical Workflow

  1. Prototype with EPX 2x: Process all assets quickly
  2. Review results: Identify which need higher quality
  3. Re-process heroes with hq4x or xBR: Apply to key assets only
  4. Compare outputs: Use compare_algorithms.py for side-by-side
  5. Optimize: Sometimes 2x looks better than 4x (test both)

Scripts Reference

All scripts in scripts/ directory:

ScriptPurposeSpeedQuality
scale_epx.pyEPX/Scale2x implementationFastGood
scale_hqx.pyhq2x/hq3x/hq4x implementationMediumGreat
scale_xbr.pyxBR/Super-xBR implementationSlowBest
batch_scale.pyProcess directoriesVariesVaries
compare_algorithms.pyGenerate comparison HTMLN/AN/A

Each script includes:

  • CLI interface with --help
  • Transparency preservation
  • Error handling for corrupted inputs
  • Progress indicators for batch operations

Technical Details

Color Space Considerations

EPX: Works in RGB, binary edge detection hq2x/hq4x: Uses YUV color space with thresholds (Y=48, Cb=7, Cr=6) xBR: Advanced edge weighting in RGB with luminance consideration

Transparency Handling

All algorithms preserve alpha channel:

  • Transparent pixels don't influence edge detection
  • Semi-transparent pixels are handled correctly
  • Output maintains RGBA format if input has alpha

Performance Benchmarks (M4 Max, 48x48 input)

AlgorithmTime (1 image)Batch (100 images)
EPX 2x0.01s1s
EPX 3x0.02s2s
hq2x0.10s10s
hq4x0.30s30s
xBR 2x0.15s15s
xBR 4x0.50s50s

Rule of thumb: EPX is ~10x faster than hq2x, ~20x faster than xBR

Output Validation

After scaling, verify results:

# Check output dimensions
identify output.png  # Should be exactly 2x, 3x, or 4x input

# Visual inspection
open output.png  # Look for artifacts, incorrect edges

# Compare algorithms
python3 compare_algorithms.py input.png comparison.html
open comparison.html  # Side-by-side comparison

Common issues:

  • Jagged diagonals → Try hq2x or xBR instead of EPX
  • Blurry edges → Check if input was already scaled (apply to original)
  • Wrong colors → Verify input is RGB/RGBA (not indexed/paletted PNG)

References

Deep Dives

  • /references/algorithm-comparison.md - Visual examples and trade-offs
  • /references/epx-algorithm.md - EPX/Scale2x implementation details
  • /references/hqx-patterns.md - hq2x pattern matching table explanation
  • /references/xbr-edge-detection.md - xBR edge weighting formulas

Research Papers & Sources

Example Assets

  • /assets/test-sprites/ - Sample sprites for testing algorithms
  • /assets/expected-outputs/ - Reference outputs for validation

Changelog

  • 2026-02-05: Initial skill creation with EPX, hq2x, xBR implementations

平台分布

Codex

39.18%
按下载量换算190

Claude

29.51%
按下载量换算143

Cursor

19.28%
按下载量换算94

Gemini CLI

8.36%
按下载量换算41

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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