From: Rendering algorithms for aberrated human vision simulation
Reference | Method used and main innovation | Main limitation |
---|---|---|
Mostafawy et al. [9] | The authors used distributed ray tracing with 3D scenes. The eye was modeled using spherical refractive elements and a flat retina, and optionally extended by corneal refractive zones. Focusing was achieved by modifying the crystalline lens parameters | No aspherical elements were used, the flat retina caused incorrect peripheral blurring, and no spectral tracing was performed |
Fink and Micol [10] | This work used Zernike polynomials to represent the refractive eye elements, distributed ray tracing with 2D images as input, and an inverse ray-tracing procedure with an emmetropic eye model to unwarp the retinal images | The intersection tests were very costly, the input was limited to 2D images, and chromatic aberration was ignored |
Wu et al. [11] | The authors used aspherical refractive eye elements to improve the peripheral simulation accuracy and bidirectional path tracing with 3D scenes to guarantee that no rays are blocked by the pupil | Chromatic aberration was ignored and the flat retina shape caused incorrect peripheral blurring |
Wang and Xiao [12] | This algorithm utilized spectacle lens prescriptions for a fast simulation of myopia, hyperopia, and astigmatism, and a novel simplified geometrical formulation for a stripped-down eye model to efficiently calculate the refracted ray directions | The supported aberration types were very limited and chromatic aberration was ignored |
Wei et al. [13] | This method used distributed ray tracing with 3D scenes and a triangle-based human eye model to significantly improve the computational performance of ray-intersection tests | The intersection tests were overall still costly compared to the closed-form analytical approaches |
Dias et al. [14] | The authors examined the effects of multiple retina shapes using distributed ray tracing with 3D scenes and the Navarro schematic eye model | Chromatic effects were ignored and the resulting retinal images were not unwarped |
Cholewiak et al. [15] | The authors simulated chromatic aberration by modeling the human eye using a lens with a wavelength-dependent focal length | The minimalistic eye model could not simulate other types of aberrations |
Lian et al. [16] | The authors described an open-source software package that used distributed ray tracing with 3D scenes and aspherical eye models and simulated diffraction, spectral effects, and cone excitations | The resulting retinal images were not unwarped |
Vu et al. [17] | This work used forward ray tracing with 2D images and aspherical eye elements, and a novel GPU-based rasterization approach that substantially reduced the noise levels resulting from ray tracing | Chromatic aberration was ignored and the simulation was limited to 2D images |