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Virtual reality is a rapidly expanding area of computer graphics. While initially confined to military and flight simulation, VR technology is now applied to many new applications. To achieve high levels of realism, these applications must meet various performance parameters, especially human perception factors. In this article I propose a solution to the problem of simulating accommodation effects (that is, depth-of-field effects resulting from the eye's accommodation in focusing on an object in a scene). A new technique generates depth-of-field effects, taking into account optical properties of the human eye. Accounting for these effects generates more realistic images, closely approximating the real scenes perceived by human observers. The lack of those effects causes the surreal appearance of generated images. Theproposed algorithm is fast and suitable for generating images for VR and other real time applications.
virtual reality, visual perception, depth-of-field effects

P. Rokita, "Generating Depth-of-Field Effects in Virtual Reality Applications," in IEEE Computer Graphics and Applications, vol. 16, no. , pp. 18-21, 1996.
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