Masters Thesis Visual Computing:

Eye Simulation

Car HDR 64iter base layer
Car HDR 64iter base lashes layer
Car HDR 64iter base lashes tear layer



Virtual scenes used in state-of-the-art computer games and animated movies appear as realistic as possible by using the latest graphics algorithms and hardware available. Character animation thrives to be physically-correct looking, for example by the use of motion capturing. Surfaces and materials are simulated such that they reflect light in the way we expect it to be reflected, or that wood, for example, floats on the water surface while stones sink to the ground by the help of an underlying physically-based simulation. Our thesis aims to improve the realism in the way the scene is perceived by the user. Usually a pinhole camera is placed into the scene and the projected image is presented to the viewer. We want to improve the image which is presented to the user, by simulating an eye, which is divided into different layers. Each one of these layers provides individual features. One layer may represent the eye lashes, and another one can implement the eye lens, for example. The approach is based on wave optics and is able to simulate effects of refraction, diffraction, high-dynamic range lighting, and depth-of-field. The simulation is accelerated by using a GeForce8 series GPU with its GPGPU capabilities and unified shader architecture. Our framework offers a simple interface which only requires access to the frame buffer and depth buffer. As a consequence it may be plugged into existing engines in a straightforward manner as a simple extension.




In computer graphics a lot of effort is being put in rendering a scene as realistically as possible while very little effort is put in the perception of the viewer. In computer games for instance, the user can choose between different viewpoints in order to navigate through the environment, but the views of the scene are often a simple projection of the scene onto a projection plane, which is then shown to the user. In this thesis, renderings based on an eye model including eyelashes and fluids like tears or sweat have to be created. This way not only the realistic appearance of the scene is taken into account, but also the way a game character is looking at its surroundings. Adding the eye simulation to the image generation process provides more realistic feeling of presence and therefore, a more realistic gameplay. The implementation of the eye simulation should be flexible enough in order to be usable in already existing game engines.




thesis -> eyesimulation.pdf (2 Mb)