Title of article :
Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses
Author/Authors :
Masanori Kakimoto Tomoaki Tatsukawa Yukiteru Mukai ، نويسنده , , Tomoyuki Nishita، نويسنده ,
Issue Information :
روزنامه با شماره پیاپی سال 2007
Abstract :
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates
refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues
in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment
map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional
defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We
introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring
information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the
perspective projected space. The field values can be determined by tracing a wavefront from each voxel through
the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation
effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex.
With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to
distribution ray tracing output.
Journal title :
Computer Graphics Forum
Journal title :
Computer Graphics Forum