gazihan alankus [email protected]

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1 12/03/2004 Vision-Realistic Rendering: Simulation of the Scanned Foveal Image from Wavefront Data of Human Subjects, Brian A. Barsky, 2004 Gazihan Alankus [email protected]

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Gazihan Alankus [email protected]. Vision-Realistic Rendering: Simulation of the Scanned Foveal Image from Wavefront Data of Human Subjects, Brian A. Barsky, 2004. Introduction. A new concept: vision-realistic rendering Rendering scenes as someone really sees them - PowerPoint PPT Presentation

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Page 1: Gazihan Alankus gazihan@cse.wustl

112/03/2004

Vision-Realistic Rendering: Simulation of the Scanned Foveal Image from Wavefront Data of

Human Subjects, Brian A. Barsky, 2004

Gazihan [email protected]

Page 2: Gazihan Alankus gazihan@cse.wustl

212/03/2004

Introduction

● A new concept: vision-realistic rendering– Rendering scenes as someone really sees them– Simulating the optical properties of the eye to get the

retinal image● Applications

– Creating more realistic renderings– Educating eye doctors and patients

Page 3: Gazihan Alankus gazihan@cse.wustl

312/03/2004

Ideal Way

● Trace rays from every photoreceptor in retina– Not feasible with current technology

● Approximation using wavefront aberromery– A technology used for laser surgeries such as LASIK– Measures only one point in retina with a laser beam

Page 4: Gazihan Alankus gazihan@cse.wustl

412/03/2004

Wavefront Aberrometry

● 1mm laser beam is sent to the fovea using the half-silvered mirror

● Fovea acts as a point light source and sends light out of the eye

● The light is focused on the sensor using a lenslet array

Page 5: Gazihan Alankus gazihan@cse.wustl

512/03/2004

Wavefront Aberrometry

Actual Image

Page 6: Gazihan Alankus gazihan@cse.wustl

612/03/2004

Algorithm

Page 7: Gazihan Alankus gazihan@cse.wustl

712/03/2004

Object Space Point Spread Function

● The vectors computed using the displacements of spots are converted to a surface using Zernkie polynomials

● A continuous blurring function in object space is necessary– A discrete approximated version is used for a number

of depth levels (Depth point spread functions)– Each surface normal is traced and counters in grids of

given depth levels are incremented, and normalized at the end

Page 8: Gazihan Alankus gazihan@cse.wustl

812/03/2004

Rendering

● In order to see the whole image, people scan the image by moving their eyes

● All the image is rendered using the simulation for the fovea– Looks realistic since people will move their eyes to

see the whole image

Page 9: Gazihan Alankus gazihan@cse.wustl

912/03/2004

Rendering

● For each chosen depth, an image is rendered● Each depth image is convolved with its

corresponding grid (DPSF)● A composite image is created using alpha

blending from far to near

Page 10: Gazihan Alankus gazihan@cse.wustl

1012/03/2004

Results

Page 11: Gazihan Alankus gazihan@cse.wustl

1112/03/2004

Results

Patient with keratoconus

Page 12: Gazihan Alankus gazihan@cse.wustl

1212/03/2004

Results

Page 13: Gazihan Alankus gazihan@cse.wustl

1312/03/2004

Results

Page 14: Gazihan Alankus gazihan@cse.wustl

1412/03/2004

Results

Page 15: Gazihan Alankus gazihan@cse.wustl

1512/03/2004

Conclusion

● The image on the fovea is simulated to have a much better perceptually realistic image

● How patients with certain eye conditions see is made available for education and better treatment

● Whole image is rendered using the same distortion– If we have the technology to get information about

more than one spot on retina, eye tracking can be used to show different renderings at different eye directions