Show simple item record

dc.contributor.authorCsoba, Istvánen_US
dc.contributor.authorKunkli, Rolanden_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2021-10-08T07:38:13Z
dc.date.available2021-10-08T07:38:13Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14267
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14267
dc.description.abstractVisual 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.en_US
dc.publisher© 2021 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjecthuman vision simulation
dc.subjectdepth of field
dc.subjectocular wavefront aberrations
dc.subjectpoint‐spread functions
dc.titleEfficient Rendering of Ocular Wavefront Aberrations using Tiled Point‐Spread Function Splattingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume40
dc.description.number6
dc.identifier.doi10.1111/cgf.14267
dc.identifier.pages182-199


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record