Cholewiak Steven A, Love Gordon D, Banks Martin S
Optometry & Vision Science, University of California, Berkeley, Berkeley, CA, USA.
Computer Science & Physics, Durham University, Durham, UK.
J Vis. 2018 Sep 4;18(9):1. doi: 10.1167/18.9.1.
Blur occurs naturally when the eye is focused at one distance and an object is presented at another distance. Computer-graphics engineers and vision scientists often wish to create display images that reproduce such depth-dependent blur, but their methods are incorrect for that purpose. They take into account the scene geometry, pupil size, and focal distances, but do not properly take into account the optical aberrations of the human eye. We developed a method that, by incorporating the viewer's optics, yields displayed images that produce retinal images close to the ones that occur in natural viewing. We concentrated on the effects of defocus, chromatic aberration, astigmatism, and spherical aberration and evaluated their effectiveness by conducting experiments in which we attempted to drive the eye's focusing response (accommodation) through the rendering of these aberrations. We found that accommodation is not driven at all by conventional rendering methods, but that it is driven surprisingly quickly and accurately by our method with defocus and chromatic aberration incorporated. We found some effect of astigmatism but none of spherical aberration. We discuss how the rendering approach can be used in vision science experiments and in the development of ophthalmic/optometric devices and augmented- and virtual-reality displays.
当眼睛聚焦于某一距离而物体呈现于另一距离时,模糊现象自然会出现。计算机图形工程师和视觉科学家常常希望创建能够再现这种与深度相关的模糊效果的显示图像,但他们为此采用的方法并不正确。他们考虑了场景几何形状、瞳孔大小和焦距,但没有恰当地考虑人眼的光学像差。我们开发了一种方法,通过纳入观察者的光学系统,生成的显示图像能够产生与自然观看时相近的视网膜图像。我们着重研究了散焦、色差、散光和球差的影响,并通过进行实验来评估它们的效果,在这些实验中,我们试图通过呈现这些像差来驱动眼睛的聚焦反应(调节)。我们发现,传统渲染方法根本无法驱动调节,但我们的方法在纳入散焦和色差后,能惊人地快速且准确地驱动调节。我们发现散光有一定影响,但球差没有影响。我们讨论了这种渲染方法如何应用于视觉科学实验以及眼科/验光设备和增强现实与虚拟现实显示器的开发。