Visual aberrations are the imperfections in human vision, which play an important role in our everyday lives. Existing algorithms to simulate such conditions are either not suited for low-latency workloads or limit the kinds of supported aberrations. In this paper, we present a new simulation method that supports arbitrary visual aberrations and runs at interactive, near real-time performance on commodity hardware. Furthermore, our method only requires a single set of on-axis phase aberration coefficients as input and handles the dynamic change of pupil size and focus distance at runtime. We first describe a custom parametric eye model and parameter estimation method to find the physical properties of the simulated eye. Next, we talk about our parameter sampling strategy which we use with the estimated eye model to establish a coarse point-spread function (PSF) grid. We also propose a GPU-based interpolation scheme for the kernel grid which we use at runtime to obtain the final vision simulation by extending an existing tile-based convolution approach. We showcase the capabilities of our eye estimation and rendering processes using several different eye conditions and provide the corresponding performance metrics to demonstrate the applicability of our method for interactive environments.
Vision-simulated imagery―the process of generating images that mimic the human visual system―is a valuable tool with a wide spectrum of possible applications, including visual acuity measurements, personalized planning of corrective lenses and surgeries, vision-correcting displays, vision-related hardware development, and extended reality discomfort reduction. A critical property of human vision is that it is imperfect because of the highly influential wavefront aberrations that vary from person to person. This study provides an overview of the existing computational image generation techniques that properly simulate human vision in the presence of wavefront aberrations. These algorithms typically apply ray tracing with a detailed description of the simulated eye or utilize the point-spread function of the eye to perform convolution on the input image. Based on the description of the vision simulation techniques, several of their characteristic features have been evaluated and some potential application areas and research directions have been outlined.
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