PIXELFORGE v1.2.2
PERCEPTUAL WEBGL 2 ENGINE / OKLAB-BGM & POSTERIOR / 32-THREAD NUMBA & 15-TOOL MCP

High-Density Pixel Synthesis
Driven by Perceptual Color Science.

Transform photography, illustrations, 3D renders, and video into razor-sharp pixel art using Hybrid Bimodal-Plateau edge downsampling, regularized OKLab Bayesian Gaussian Mixtures, SVD + Kuwahara + CLAHE pre-filters, and 2-nearest Bayesian Posterior dithering.

Edit in Studio
Source · 600×375 Bayesian Posterior Hover cursor anywhere to glide difference line · Leaves locked on exit
Bayesian Posterior Regularized OKLab-BGM 20-colour Gaussian EM palette + SVD denoise + 2-nearest Posterior soft dithering.
WebGL 2 Ready
02 // LIVE GPU KERNEL BENCHMARK

Same Source Scene. Four Fundamentally Different Algorithms.

Rendered live on your GPU at 224 px horizontal density from whichever sample or uploaded photo is active above. Benchmark more in the Interactive Lab →

A
Box Average + Median-Cut Conventional Baseline

Uniform spatial averaging blurs mountain ridges and collapses small high-chroma highlights into dull gray-brown midtones.

B
Hybrid + SVD + 1px Comic Ink Anime & Hand-Inked Cel Planes

Low-rank SVD smoothing + Kuwahara quadrants flatten noisy textures while Hybrid Bimodal-Plateau snaps 1px ink contours.

C
Sobel Gradient + Bayer 4×4 16-Bit Console Crosshatch

Sobel edge-weighted kernels preserve silhouette contrast paired with structured hardware crosshatch dithering.

03 // SYSTEM ARCHITECTURE

Engineered From Scratch as a Complete Production Pipeline.

Rather than a single browser filter, PixelForge unifies a 5-viewport WebGL 2 workstation, non-destructive pixel retouching, game-engine tilemap compression, a 32-thread Numba Python batch engine, and a 15-tool AI agent server.

22 Styles + 6 FXEvery scientific, cel, hardware & phosphor shader
5 Live ViewportsSingle · Curtain V/H · Dual · 4-Up Arena · 3×3 Tile
2–7 ms WebGL 210-pass float32 GPU pipeline with CPU parity
32T + 15 MCPParallel Numba video core & JSON-RPC AI tools
SPEC 01 · WORKSTATIONLaunch 4-Up Arena →

5-Viewport Comparison & Non-Destructive Pixel Retouching

Compare style snapshots simultaneously in the 4-Up Quad Arena, verify repeatable textures in the 3×3 Seamless Tile Wrap view, and hand-polish sprites with Pencil, Procedural-Restore Eraser, Global Swap Bucket, Bresenham Line, Rectangle, and 12× OKLab Loupe—without losing edits when tweaking shaders.

SPEC 02 · COLOR SCIENCETest OKLab-BGM Lab →

OKLab Bayesian Gaussian Mixtures & Zero-Bleed Posterior Dither

Fits diagonal covariance ellipsoids with Dirichlet concentration priors in perceptual OKLab space so rare specular accents survive alongside smooth sky gradients, then dithers strictly between the two closest perceptual centroids to eliminate third-color speckle.

SPEC 03 · GAME ENGINE ASSETSTry Tileset Compressor →

Mirror-Deduplicated Tilemaps, Indexed PNGs & Sprite Sheets

Slices scenes into 8×8–32×32 tiles with automatic X / Y / XY mirror-flip deduplication for Godot, Unity, Tiled, and GB Studio—exporting packed atlas PNGs, tilemap.json, true 1–8 bit PLTE/tRNS PNGs, GIFs, MP4, and WebM.

SPEC 04 · PYTHON 32T & AI MCP15-Tool MCP Docs →

32-Thread Numba Python Core, Temporal Video CV & 15-Tool MCP

Batch-convert cutscenes with keyframe-locked Bayesian palettes and modular computer-vision event detectors (scene cuts, configurable camera zooms, progress-bar fills, and drawn indicator strokes), or expose all 15 tools directly to Claude and Cursor via stdio MCP.

04 // POLYGLOT SDK

One Pipeline Across Every Runtime

esm · browser & node
import { createPixelator, buildTileset } from 'pixelforge';

const forge = await createPixelator();
const art = await forge.process(photoEl, {
  size:    { width: 260, resample: 'hybrid' },
  adjust:  { svd: 0.35, kuwahara: 2, clahe: 0.22 },
  palette: { source: 'extract', algo: 'oklab-bgm', count: 20 },
  dither:  { method: 'posterior', strength: 0.62 },
});

const atlas = buildTileset(art, { tileWidth: 16, tileHeight: 16, flips: true });
document.body.append(art.toCanvas(3));