2021
DOI: 10.1111/cgf.14267
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Efficient Rendering of Ocular Wavefront Aberrations using Tiled Point‐Spread Function Splatting

Abstract: 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 i… Show more

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Cited by 3 publications
(8 citation statements)
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“…The PSF grid was too coarse to properly simulate off-axis vision and the slicing caused banding Csoba and Kunkli [43] This work used spectacle lens prescriptions to simulate low-order aberrations in real-time environments by utilizing separable complex kernels to approximate the PSFs HOA were not supported and chromatic aberration and peripheral vision were ignored Csoba and Kunkli [44] The authors estimated the physical eye structure from aberrations to compute a coarse PSF grid for varying parameters and simulated vision with an approximately real-time performance profile using tiled convolution and a novel GPU-based per-pixel PSF interpolation approach…”
Section: Reference Methods Used and Main Innovation Main Limitationmentioning
confidence: 99%
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“…The PSF grid was too coarse to properly simulate off-axis vision and the slicing caused banding Csoba and Kunkli [43] This work used spectacle lens prescriptions to simulate low-order aberrations in real-time environments by utilizing separable complex kernels to approximate the PSFs HOA were not supported and chromatic aberration and peripheral vision were ignored Csoba and Kunkli [44] The authors estimated the physical eye structure from aberrations to compute a coarse PSF grid for varying parameters and simulated vision with an approximately real-time performance profile using tiled convolution and a novel GPU-based per-pixel PSF interpolation approach…”
Section: Reference Methods Used and Main Innovation Main Limitationmentioning
confidence: 99%
“…More recently, Csoba and Kunkli [44] proposed the use of the extended Nijboer-Zernike (ENZ) diffraction theory [48] as an alternative means of computing human PSFs for vision simulation purposes. The ENZ approach is based on the more accurate Debye-Wolf diffraction integral [49] and defines the PSF as a linear combination of a set of independent functions.…”
Section: Reference Methods Used and Main Innovation Main Limitationmentioning
confidence: 99%
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