Real-Time Simulation of Human Vision

In order to simulate the vision of the human eye it is necessary to implement depth of field effects resulting from astigmatism, myopia and presbyopia. A standard algorithm to tackle this problem is distribution ray tracing, however, this leads to non interactive performance. The goal of this thesis is to approximate the physics of the depth of field phenomenon and thus to speed up rendering time drastically. A suitable approach for this is ray tracing on a per-vertex basis which warps an environment map and produces a real-time refracted image. A blur effect is created in several render paths with each time having different displacements for the scene geometry.

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