Image blurring techniques can compensate for specific human visual impairments
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Peer-reviewed literature demonstrates that tailored display rendering and blur manipulation approaches can effectively compensate for user-specific refractive errors and visual impairments.
A large portion of today’s world population suffers from vision impairments and wears prescription eyeglasses. However, prescription glasses cause additional bulk and discomfort when used with virtual reality (VR) headsets, negatively impacting the viewer’s visual experience. In this work, we remedy the usage of prescription eyeglasses with screens by shifting the optical complexity into the software. Our proposal is a prescription-aware rendering approach for providing sharper and more immersive imagery for screens, including VR headsets. To this end, we develop a differentiable display and visual perception model encapsulating the human visual system’s display-specific parameters, color, visual acuity, and user-specific refractive errors. Using this differentiable visual perception model, we optimize the rendered imagery in the display using gradient-descent solvers. This way, we provide prescription glasses-free sharper images for a person with vision impairments. We evaluate our approach and show significant quality and contrast improvements for users with vision impairments.
a cylinder function is used for the blur kernel at the display. Green is the PSF when a Gaussian function is used at the display. Gray is the target retinal PSF. Black represents the retinal PSF when the display blur kernel is produced by Equation 8 . The gray and black lines are nearly identical, which illustrates that our rendered PSF, viewed through the optics of the eye, produces a retinal image very close to the target image. Figure 5.
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Displayed images produced using the blur kernels in Figure 3 : 4 mm pupil, 1 D of defocus, 550 nm. Left: Sharp, in-focus image. Middle-left: Displayed image created by blurring the left image with the cylinder function. Middle-right: Gaussian blur. Right: calculated blur kernel from Equation 4 . For the correct scale, view the images at a distance of 28 times the height of individual panels. Ideally, pupil diameter should be 4 mm. The differences are subtle when printed, but are more apparent if you examine on a display screen from a closer distance. Calculating displayed images
Again we want to find the displayed image that when viewed by the imperfect eye will produce a retinal image as similar as possible to the target retinal image. If the scene is meant to appear in focus, the solution is straightforward: One generates a displayed image of high quality (i.e., no defocus or aberrations). When that image is viewed by an in-focus eye, the effects of diffraction, HOAs, and LCA are inserted by the viewer's eye, and the correct retinal image is produced. The solution is much less straightforward for creating displayed images that are meant to appear out of focus (or distorted by another aberration), but are viewed by an in-focus eye. We can calculate the desired retinal image using Equation 4 , but to create the correct displayed image, we must account for the effects introduced by the viewer's eye.
Deconvolution
Although we do not use deconvolution in this paper, it is useful to discuss it in order to illuminate
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