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Show HN: Fixing Google Nano Banana Pixel Art with Rust

69 pointsby HugoDzlast Wednesday at 3:46 PM13 commentsview on HN

Comments

vunderbatoday at 5:41 PM

Nice. There's a couple of these (unfake which uses pixel snapping/palette reduction, sd-palettize which uses k-means to palette reduce, etc.) that I've used in the past in a Stable Diffusion -> Pixel Art pipeline.

I think it'd be worth calling out the differences.

[1] - https://github.com/jenissimo/unfake.js

[2] - https://github.com/Astropulse/sd-palettize

jasonjmcgheetoday at 6:23 PM

I can't explain it, but it's like uncanny valley pixel art. Like the artist hasn't done the final polish pass maybe?

Maybe it's the inconsistent lights/shadows?

Maybe a pixel artist has the proper words to explain the issues

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threeduckstoday at 5:00 PM

Could you explain a bit how the code works? For example, how does it detect the correct pixel size and how does it find out how to color the (potentially misaligned) pixels?

razstertoday at 5:21 PM

That's an actually nice setup. Have you looked at Z-Image and the Pixel LoRA that was released? I've found it works fairly well at keeping the pixels matched with the grid.

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cipehrtoday at 5:37 PM

Is it possible that some of the reason pixels are messed up is because of the watermarking? https://deepmind.google/models/synthid/

Or is it purely because the models just don't understand pixel art?

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29athrowawaytoday at 5:49 PM

Another annoyance of Nano Banana (and its Pro version) is that it cannot generate transparent pixels. When it wants to, it creates a hallucinated checkerboard background that makes it worse.

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