With the recent progress made in areas such as head-mounted displays and vision-correcting devices, there is a growing interest in fast and personalized algorithms for simulating aberrated human ...vision. Existing vision-simulating approaches are generally hindered by the lack of personalization, computational cost of rendering, and limited types of supported aberrations. This paper presents a fast vision simulation method with interactive personalization capabilities for simulating arbitrary central and peripheral aberrations of the human eye. First, we describe a novel, neural network-based solution for efficiently estimating the physical structure of the simulated eye and calculating the necessary Zernike aberration coefficients for computing the point-spread functions with varying pupil sizes, focus distances, and incidence angles. Our new approach operates in the sub-second regime and produces highly accurate outputs, facilitating the interactive personalization of vision simulation. Next, we present an improved PSF interpolation method for an existing tiled PSF splatting algorithm for rendering. The proposed algorithm significantly improves the computational performance and memory efficiency of the previous approach, allowing the simulation of peripheral vision with arbitrary visual aberrations in low-latency applications. Following the description of our new techniques, we evaluate their performance characteristics and simulation accuracies on several different eye conditions and test scenarios and compare our results to several previous vision simulation algorithms.
In this paper, we propose an efficient computational method for converting local coordinates to world coordinates using specially structured coordinate data. The problem in question is the ...computation of world coordinates of an object throughout a motion, assuming that we only know the changing coordinates of some fixed surrounding reference points in the local coordinate system of the object. The proposed method is based on barycentric coordinates; by taking the aforementioned static positions as the vertices of a polyhedron, we can specify the coordinates of the object in each step with the help of barycentric coordinates. This approach can significantly help us to achieve more accurate results than by using other possible methods. In the paper, we describe the problem and barycentric coordinate-based solution in detail. We then compare the barycentric method with a technique based on transformation matrices, which we also tested for solving our problem. We also present various diagrams that demonstrate the efficiency of our proposed approach in terms of precision and performance.
Vision-simulated imagery―the process of generating images that mimic the human visual system―is a valuable tool with a wide spectrum of possible applications, including visual acuity measurements, ...personalized planning of corrective lenses and surgeries, vision-correcting displays, vision-related hardware development, and extended reality discomfort reduction. A critical property of human vision is that it is imperfect because of the highly influential wavefront aberrations that vary from person to person. This study provides an overview of the existing computational image generation techniques that properly simulate human vision in the presence of wavefront aberrations. These algorithms typically apply ray tracing with a detailed description of the simulated eye or utilize the point-spread function of the eye to perform convolution on the input image. Based on the description of the vision simulation techniques, several of their characteristic features have been evaluated and some potential application areas and research directions have been outlined.
Minkowski Pythagorean hodograph curves are widely studied in computer-aided geometric design, and several methods exist which construct Minkowski Pythagorean hodograph (MPH) curves by interpolating ...Hermite data in the R2,1 Minkowski space. Extending the class of MPH curves, a new class of Rational Envelope (RE) curve has been introduced. These are special curves in R2,1 that define rational boundaries for the corresponding domain. A method to use RE and MPH curves for skinning purposes, i.e., for circle-based modeling, has been developed recently. In this paper, we continue this study by proposing a new, more flexible way how these curves can be used for skinning a discrete set of circles. We give a thorough overview of our algorithm, and we show a significant advantage of using RE and MPH curves for skinning purposes: as opposed to traditional skinning methods, unintended intersections can be detected and eliminated efficiently.
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 input and handles the dynamic change of pupil size and focus distance at runtime. We first describe a custom parametric eye model and parameter estimation method to find the physical properties of the simulated eye. Next, we talk about our parameter sampling strategy which we use with the estimated eye model to establish a coarse point‐spread function (PSF) grid. We also propose a GPU‐based interpolation scheme for the kernel grid which we use at runtime to obtain the final vision simulation by extending an existing tile‐based convolution approach. We showcase the capabilities of our eye estimation and rendering processes using several different eye conditions and provide the corresponding performance metrics to demonstrate the applicability of our method for interactive environments.
Disk B-spline curve provides an alternative shape modeling tool to standard control point based modeling techniques by extending control points to control disks, resulting in an easy and ...straightforward way of modeling regions or shapes with adjustable thickness. Due to this feature, disk B-spline curves are frequently applied in artistic shape modeling applications, such as brushstroke representation, calligraphy, and animation, but they are also suitable for engineering purposes. However, the boundary curves of the described shapes tend to have unintentional self-intersections or cusps, negatively affecting the usability and artistic value of the resulting shape and texture. In this paper, we introduce an iterative algorithm to give a solution to this problematic issue with the help of an approximating circle skinning method, while preserving the advantageous properties of the disk B-spline curves. Our method also results in smoother texturing of the shape around the more sharply curved sections.
Display omitted
•Exact computation of cusps and self-intersections of envelope curves.•An iterative method to approximate disk B-spline shapes avoiding self-intersections.•Creating contoured or textured artistic freeform shapes with skinning curves.
In computer graphics, the generalized barycentric coordinates (GBC) are often used for image deformation. To manipulate an input image using a cage based image deformation method, we usually have to ...consider a source polygon with a triangulation; but defining the triangulation of the source polygon is not a trivial task in most cases. In this paper, a uniform and a non-uniform triangulation technique- which can be the basis of the cage based image deformation-are introduced and compared. Moreover, different texture filtering methods are tried, producing various deformation results. Experimental results and demonstrative pictures show the behaviors of the triangulation methods.
Display omitted
Recently there has been a growing interest in the topic of skinning of circles and spheres, since modeling based on these objects has been found useful in areas such as medical ...applications and character animation. Among others, an efficient method was presented by Kunkli and Hoffmann (2010) 1, whilst Bastl et al. also provided an effective skinning algorithm (Bastl et al., 2015, 2). In this study, we outline the major advantages and disadvantages of these methods, and we show that there are major insufficiencies in Bastl et al. (2015) 2 in terms of dynamic modeling. We provide a new, improved skinning technique, which preserves the advantages of the two aforementioned algorithms and gives a solution to their arisen problems: it can be used for real-time modeling due to the smooth alteration of skins, and provides good results even in extreme cases. We overcome the problem of self-intersections, and we extend the method to branched systems of circles and spheres.
The isoptic surface of a three-dimensional shape is recently defined by Csima and Szirmai (2016) as the generalization of the well-known notion of isoptics of curves. In that paper, an algorithm has ...also been presented to determine isoptic surfaces of convex polyhedra. However, the computation of isoptic surfaces by that algorithm requires extending computational time and CAS resources (in Csima and Szirmai, 2016Wolfram MathematicaInc, 2015 was used), even for simple regular polyhedra. Moreover, the method cannot be extended to concave shapes. In this paper, we present a new searching algorithm to find points of the isoptic surface of a triangulated model in E3, which works for convex and concave polyhedral meshes as well. Alternative definition of the isoptic surface of a shape is also presented, and isoptic surfaces are computed based on this new approach as well.
•Fast and robust algorithm to find isoptic surface of a given mesh.•It works also for concave meshes.•A new, alternative definition of isoptic surface is provided.