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CGF
2007

Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses

13 years 11 months ago
Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses
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 be...
Masanori Kakimoto, Tomoaki Tatsukawa, Yukiteru Muk
Added 12 Dec 2010
Updated 12 Dec 2010
Type Journal
Year 2007
Where CGF
Authors Masanori Kakimoto, Tomoaki Tatsukawa, Yukiteru Mukai, Tomoyuki Nishita
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