Characterization of Accommodation Response in Foveated Near-Eye Holographic Displays

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Characterization of Accommodation Response in Foveated Near-Eye Holographic Displays CHARACTERIZATION OF ACCOMMODATION RESPONSE IN FOVEATED NEAR-EYE HOLOGRAPHIC DISPLAYS Jani Makinen,¨ Erdem Sahin, Atanas Gotchev Faculty of Information Technology and Communication Sciences, Tampere University, Finland ABSTRACT analysis considered only ray-based optics. As a result, there is Foveation is an extremely powerful tool for reducing computa- an apparent need for accurate analysis and simulation of human tional burden in near-eye displays. Applying such methods for dis- vision for wave optics based applications. plays capable of producing the majority of 3D visual cues, how- In this paper, we analyze the accommodation response of the ever, requires accurate models and knowledge of the human visual HVS for a near-eye holographic display. To improve the accuracy perception to exploit its weaknesses effectively. Spatial resolution of the HVS model, a non-uniform sampling scheme is adopted, is the main concern in regular 2D displays, whereas in the case based on the density of the human retinal ganglion cell receptive of 3D displays additional visual cues, such as accommodation, re- field [7]. Additionally, the simulations include the curvature of the quire attention. This paper analyzes such cues for near-eye holo- retina. The approach for simulating the viewing process of the hu- graphic displays by considering the perceptual properties of the man eye utilizes numerical wavefield propagation. We analyze the human vision, particularly the visual acuity relative to the gaze di- accommodation response via point spread functions (PSF) as well rection. We develop a numerical wave optics based reconstruction as the modulation transfer functions (MTF) from the perceived tool incorporating a perceptual model of the human eye to simu- retinal images. The response is evaluated as a function of eccen- late the natural viewing process with high accuracy. Based on our tricity by changing the position of the displayed content relative analysis, general guidelines are found regarding the accuracy of to the gaze horizontally. Thus, we find the accuracy of the ac- the accommodation cues relative to the gaze of the viewer. More commodation cues needed to be provided by the hologram in the importantly, the developed method can be included into the de- peripheral vision. sign process of near-eye holographic displays to computationally optimize their parameters and the foveated rendering techniques. 2. METHOD 2.1. Computational human eye model Index Terms — Holography, near-eye displays, foveation, perceptual modeling, wave optics Near-eye foveated displays take advantage of the shortcomings of the HVS and rely on models to provide the necessary information 1. INTRODUCTION regarding e.g. sampling and rendering budget. Such models can also be incorporated into simulation tools designed to mimic the Holographic displays, despite their ability to replicate 3D content visual process of a human eye. In general, these simulation tools highly realistically, have not yet seen widespread use due to the consider the human eye as a camera with a thin lens, where the extremely demanding computational requirements to achieve full lens is equivalent to the pupil and the sensor to the retina. This parallax and a wide viewing angle. By restricting the position configuration defines three parallel planes: display (or hologram), of the viewer near to the display, as done in near-eye displays lens and sensor. Each plane needs to be discretely sampled ac- [1, 2, 3], the limitations of the human visual system in addition cording their corresponding sampling requirements for numerical to the restricted position can be exploited to relieve the display re- simulations, which is typically done in a uniform fashion. Here quirements, such as viewing angle. Moreover, in such displays the we will describe how to improve the human eye model, specifi- gaze of the viewer can be more easily tracked, thus allowing for cally targeting the sampling of the sensor plane. foveated rendering methods to further optimize the computations. A key part of an accurate perceptual model of the human vi- For this purpose, it is important not only to know the perceptual sion is the decrease of visual acuity (away from gaze). Here we limits of human vision, such as the spatial resolution and accom- adopt the model proposed in [7] describing the density of the reti- modation response, but also to be able to accurately simulate the nal ganglion cell receptive field as a function of retinal eccentricity viewing process of the human eye. r = px2 + y2 and meridian m Previous research on characterizing the properties of 3D dis- plays in relation to visual perception mainly considered ray-based r −1 ρ(r; m) = 2ρ 1 + light field (LF) displays [4]. In an effort to extend the analysis to cone 41:03 holographic stereograms (HS), our previous work [5] employed " # r −2 r wave optics based numerical viewing simulations. In these simu- × am 1 + + (1 − am) exp : (1) lations the human eye is considered as a camera with a thin lens r2;m re;m for the pupil and a flat uniformly sampled sensor for the retina. However, more accurate analysis and models are needed specifi- The constants ρcone, am, r2;m, re;m fit the model along the four cally for near-eye applications. A more precise model of the hu- different meridians (temporal, superior, nasal, inferior) [7]. The man visual system (HVS) was utilized in [6], where an importance sampling of the retina (in angle) is then defined from the density as [7] sampling model was developed based on the spatial resolution de- s crease away from the visual axis. However, the eye was still ap- 1 2 x2 y2 σ(x; y) = p + : (2) proximated by a flat two-plane parametrization. Moreover, the r 3 ρ(r; 1) ρ(r; 2) Thus, the visual acuity drop-off is modeled by non-uniformly sam- k = 2π/λ is the wave number. Due to the viewing conditions of pling the retinal surface in further steps of the analysis. the near-eye display setup, i.e. short viewing distance and station- Another often overlooked property of the HVS in numerical ary position of the eye, spherical illumination for the hologram is simulations is the curvature of the retina. Though the conventional beneficial to use; it reduces the size of the viewing zone to extend flat two-plane parametrization is an acceptable approximation, the the field-of-view [8]. accuracy of the eye model is improved to some extent by includ- ing the curved parametrization. In this paper, we parametrize the 3. RESULTS AND DISCUSSION retina on a spherical surface with a diameter of l. As a result, the retina is sampled at different z-coordinates based on the eccen- The numerical reconstruction setup for the analysis is presented in tricity. Specifically, a sample at the eccentricity φ on the retina is Fig. 1. That is, a single point source is placed at coordinates (xp, located at distance zu in z-direction from the pupil: zp) and a hologram of it is produced. The hologram is then prop- agated towards the simulated eye at distance zeye, first passing l l zu = + cos φ. (3) through the lens with a transmittance function T (s). The trans- 2 2 mittance function can be modified to focus the eye at different Thus, each sample on the retina has both a horizontal and a depth distances. Finally, the intensity values are retrieved from the retina coordinate. at the positions defined by Eq. 2 and 3. These intensities compose The final part of the computational model is the pupil, which is the perceived PSF for the human eye, from which the MTF is ob- modelled as a thin lens of width D. The 1D transmittance function tained as the magnitude of its spectrum. The MTF describes the T (s) of a thin lens is defined as contrast magnitude across different spatial frequencies. −jπ x s u T (s) = exp s2 ; (4) λf zu point source where λ is the wavelength of the monochromatic light and f is (x , z ) σ(φ) f p p the focal length of the lens. By changing , the lens can be set φ to focus at varying distances, thus providing the ability to evalu- D ate the accommodative properties of the human eye in numerical Δx simulations. 2.2. Numerical simulation via scalar field diffraction zeye l hologram lens sensor In addition to the perceptually accurate eye model, the propagation of light from the display to the eye needs to be modeled. A wave Figure 1. Numerical reconstruction setup for the analysis. optics based approach is adopted here to study the perceived vi- sual properties through numerical simulations. For simplicity, let Let us first consider the behaviour of the MTFs as a function us consider the equations in 1D. The scalar optical field U(ξ; z0) of spatial frequency. For this purpose, the presented numerical is propagated utilizing plane wave decomposition, i.e. for each simulation tool is utilized with the following parameters: the point spatial frequency component f in the field, a plane wave is prop- ξ is set at zp = −50 cm (i.e. 50 cm behind the hologram) and a agated with its corresponding complex amplitude and sampled at Fresnel hologram of it is generated with a sampling step ∆x = 2 the desired secondary positions (x, z). The contributions of each µm, number of samples N = 8192 and wavelength λ = 534 nm. plane wave are combined to obtain the total field U(x; z) as The location of the eye and the pupil size are fixed to zeye = 2 cm Z and D = 5 mm, respectively. The simulated eye is set to focus U(x; z) = FfU(ξ; z0)g(fξ) at the exact distance of the point source, as well as around it at various shifted depths.
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