Camp et al. [30] |
The authors utilized paraxial ray tracing with corneal topography measurements to compute the on-axis point-spread function (PSF) of the human eye and simulated vision by convolving 2D images with the resulting PSFs |
The input ignored the internal aberrations of the eye and the paraxial approach suffered from accuracy issues |
Greivenkamp et al. [31] |
This work used exact ray tracing with a schematic eye model to calculate the on-axis PSF of the eye and modeled the Stiles-Crawford effect using an apodizing filter |
The simulation was limited to 2D images and peripheral vision was ignored |
Rokita [32] |
The author used repeated filtering with a simple 3 × 3 kernel to approximate the depth-dependent blur of the human eye and utilized the focus distance and input focal length to determine the per-pixel amount of blurring |
The lack of real eye information limited the supported types of eye conditions |
Barsky [33] |
This work used wavefront aberrations to calculate the depth-dependent, on-axis PSFs of the eye and split the input images into depth-dependent slices for convolution with the PSFs |
The depth slices had banding artifacts and chromatic aberration and peripheral vision were ignored |
Rodríguez Celaya et al. [34] |
The authors simulated progressive lenses using sparse, 3D PSF grids (with different axes corresponding to the horizontal angle, vertical angle, and depth), which were interpolated on a per-pixel basis during convolution |
The PSF grid was too sparse, the range of incidence angles was limited, and chromatic aberration was ignored |
Kakimoto et al. [35] |
This algorithm simulated vision through progressive lenses by rendering the scene from multiple views using a precomputed 3D map to compute the per-vertex displacement of each view |
The simulation was limited to low-order aberrations and performance scaled poorly with scene complexity |
Kakimoto et al. [36] |
This work extended the previous multiview method [35] by using conoid tracing to reduce the length of precomputation |
This method exhibited the same main limitations as the previous approach [35] |
Barsky [37] |
The author solved the artifacts of their previous slice-based approach [33] using edge detection to ensure that objects spanning multiple slices are fully included in all slices |
Peripheral vision and chromatic aberration were not simulated |
Watson [38] |
The author used Zernike aberration coefficients and the Fourier transformation to efficiently compute the PSFs of the human eye for varying pupil sizes and object distances |
Vision simulation was limited to a single object plane |
Tang and Xiao [39] |
This work simulated low-order eye aberrations in real-time using an elliptical Gaussian kernel and per-pixel blur field to support peripheral vision and variable eye parameters |
Higher-order aberrations (HOA) and chromatic effects were not supported |
Barbero and Portilla [40] |
The authors used local dioptric matrices to simulate vision through progressive lenses at different gaze directions and approximated the PSFs using samples placed on an ellipse |
The inherent eye aberrations and per-pixel depth information were ignored |
Cholewiak et al. [41] |
This work computed human PSFs by properly simulating longitudinal chromatic aberration |
Per-pixel depth information and peripheral vision were ignored |
Gonzalez Utrera [42] |
The author presented an improved PSF interpolation method for off-axis PSFs and utilized depth-dependent slices to convolve 3D scenes |
The PSF grid was too coarse to properly simulate off-axis vision and the slicing caused banding |
Csoba and Kunkli [43] |
This work used spectacle lens prescriptions to simulate low-order aberrations in real-time environments by utilizing separable complex kernels to approximate the PSFs |
HOA were not supported and chromatic aberration and peripheral vision were ignored |
Csoba and Kunkli [44] |
The authors estimated the physical eye structure from aberrations to compute a coarse PSF grid for varying parameters and simulated vision with an approximately real-time performance profile using tiled convolution and a novel GPU-based per-pixel PSF interpolation approach |
The precomputation step was long, peripheral vision was ignored, and partial occlusion was not handled |
Lima et al. [45] |
This work simulated low-order aberrations using light-gathering trees to efficiently compute refracted light directions for samples on the pupil disk and handled partial occlusion using layered inputs |
The simulation was limited to low-order aberrations and peripheral vision was not considered |