Affiliation:
1. University of California
2. Durham University
Abstract
Computer-graphics engineers and vision scientists want to generate images that reproduce realistic depth-dependent blur. Current rendering algorithms take into account scene geometry, aperture size, and focal distance, and they produce photorealistic imagery as with a high-quality camera. But to create immersive experiences, rendering algorithms should aim instead for perceptual realism. In so doing, they should take into account the significant optical aberrations of the human eye. We developed a method that, by incorporating some of those aberrations, yields displayed images that produce retinal images much closer to the ones that occur in natural viewing. In particular, we create displayed images taking the eye's chromatic aberration into account. This produces different chromatic effects in the retinal image for objects farther or nearer than current focus. We call the method
ChromaBlur.
We conducted two experiments that illustrate the benefits of ChromaBlur. One showed that accommodation (eye focusing) is driven quite effectively when ChromaBlur is used and that accommodation is not driven at all when conventional methods are used. The second showed that perceived depth and realism are greater with imagery created by ChromaBlur than in imagery created conventionally. ChromaBlur can be coupled with focus-adjustable lenses and gaze tracking to reproduce the natural relationship between accommodation and blur in HMDs and other immersive devices. It may thereby minimize the adverse effects of vergence-accommodation conflicts.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design
Cited by
48 articles.
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