4.1. Quantitative Evaluation
The quality of precompensation was evaluated using simulated retinal images, by comparing them with the original images from the test dataset. The test dataset consisted of 735 images and 384 PSFs, all from the SCA-2023 dataset, for a total of 282,240 image/PSF pairs.
We tested six different precompensation methods, including three SotA methods (by Montalto et al. [
25], Ji et al. [
24], and Güzel et al. [
6]) and the three neural networks we adapted (USRNet-PC, DWDN-PC, and KerUnc-PC).
The quality metric values are shown in
Table 3, and examples of the results are shown in
Figure 11,
Figure 12 and
Figure 13. The table shows that the Ji method performs worse than the other methods across the evaluated quality metrics and also performs worse than no precompensation. The results of the other methods are similar to one another, with different methods performing best on different metrics; however, all other methods are noticeably better than no precompensation. Later in this paper, a user study will be conducted to determine which of the methods provides the best results in terms of human perception.
To assess the computational performance of the methods across different deployment scenarios, we selected three hardware platforms representing distinct classes of computing devices. The NVIDIA GeForce GTX 1660 Ti Mobile represents a consumer-grade GPU accelerator, the AMD Ryzen 7 4800H represents a conventional high-performance x86 CPU platform, and the ARM-based Rockchip RK3566 represents low-power mobile and embedded devices.
The runtime comparison is presented in
Table 4. The computational efficiency of the evaluated methods depends strongly on both the algorithmic approach and the hardware platform. USRNet-PC achieved the shortest inference time on the GPU, whereas DWDN-PC demonstrated the best performance on both x86 and ARM CPUs.
4.2. Human Studies
The human studies consisted of three stages. At the first stage, three previously known pre-compensation algorithms were compared: by Montalto, Ji, and Güzel. At the second stage, the three algorithms we proposed were compared: USRNet-PC, DWDN-PC, and KerUnc-PC. At the third stage, the algorithm that showed the best results among the previously known ones was compared with the best of the algorithms we proposed.
The study was conducted entirely online and anonymously. Therefore, participants’ age, sex, visual status, and the use of optical correction (glasses or contact lenses) were not collected. No specific inclusion or exclusion criteria were applied, and the visual acuity and color vision were not assessed separately. However, the participants were instructed to take part only if they had normal vision or vision corrected to normal using glasses or contact lenses, and to use their usual optical correction during the experiment. Due to the anonymous nature of the study, participant identities were not tracked across the three stages; therefore, some participants might have taken part in more than one stage. Since the experiment was conducted remotely using the participants’ own devices, the displays were not calibrated, and the brightness, contrast, and ambient lighting conditions were not controlled. The only controlled display-related parameter was the screen size: the participants were required to use displays with a diagonal size between 23 and 27 inches.
For all the three stages, the image/PSF pairs presented to the participants were randomly sampled from the test dataset described in
Section 3.1, which contained images from all the six categories and the PSFs reserved for testing.
At the first two stages of the experiment, 19 and 27 observers participated, comparing 460 and 673 pairs of images, respectively. Each participant was asked to compare 25 pairs of images, each having a resolution of
pixels (
Figure 10). The outcome of the human studies was aggregation of the participants’ responses across all the presented image pairs. The summary distribution of participant choices is given in
Table 5 and
Table 6. Among the previously known algorithms, the Güzel method showed the best results, and among those we proposed, the USRNet-PC architecture performed best.
At the third stage of the studies, these two algorithms were compared to one another in order to figure out the final winner.
Table 7 and
Table 8 provide detailed pairwise preference counts. Each off-diagonal cell indicates the number of times the method in the corresponding row was preferred over the method in the corresponding column. Thus, at the first stage, Güzel and Montalto were compared 171 times, Güzel and Ji 144 times, and Montalto and Ji 145 times. At the second stage, USRNet-PC and DWDN-PC were compared 228 times, USRNet-PC and KerUnc-PC 225 times, and DWDN-PC and KerUnc-PC 220 times.
At the third stage of the studies, 80 observers compared 1990 pairs of images (
Table 9). The purpose of the statistical analysis was to determine whether the observed preference for USRNet-PC was a systematic rather than a random deviation from the equal probability of choosing the two methods. Since each observer performed several comparisons (21–25), their responses are not independent. Therefore, a mixed effects logistic regression (MELR) [
46] was used, allowing for repeated responses using an individual random effect. We first consider a model with a fixed intercept
and a random effect for each user
i:
where
is the probability that user
i will pick the USRNet-PC method in comparison with Güzel. Random i.i.d. variables
represent individual deviations from the common trend
. The model parameters were estimated using variational Bayesian inference [
47], which provides an approximation to the posterior distributions.
Based on the basic model (
Table 10), we can conclude that USRNet-PC is significantly preferable to Güzel. Fixed intercept estimation
corresponds to the probability of choosing a USRNet-PC:
. After accounting for random effects, the effect remains stable. The variance for users is significantly greater than zero. This means that different people have different inclinations to choose USRNet (this is expected due to individual perception characteristics).
We also conducted a study on the effects of image content and PSF characteristics on user preferences. The images from the SCA-2023 dataset belong to six categories, which can be grouped into two visually distinct classes: images containing real objects (Faces, Nature, Animals, Urban), for which users are more sensitive to naturalness and detail preservation, and images containing GUI elements (Texts, Icons), for which readability and clean, sharp edges are particularly important. To investigate the preference for each group, we added a categorical variable
t, which is equal to 0 if the image belongs to the first group, and 1 otherwise. Each PSF in this dataset is described by three parameters (sphere
S, cylinder
C, and angle
A), which we transformed as follows: the sphere and cylinder were centered by subtracting their means over dataset, and the angle was converted to its sine. Thus, we used:
Putting everything together, we formulated a more complex model to test the effect of the source images/PSFs on user preference:
where
is the probability that user
i will pick the USRNet-PC method over Güzel in the
j-th data sample; the parameter
represents the image type variable
; and
represent the processed PSF variables
, respectively. This parameters for fixed effects were estimated using the same Bayesian inference procedure as in the basic model. The structure of random effects remained the same.
The extended model for image categories and continuous PSF characteristics allowed us to clarify the conditions under which USRNet-PC is superior to Guzel (
Table 11). The results show that:
The image category is critically important. When the PSF parameters are set to their mean values, USRNet-PC is preferred over Güzel for general images (probability 52.7%), but its advantage is considerably stronger for icons and texts (probability 60.8%).
The PSF parameters do not have a significant effect on USRNet-PC preference.
Individual differences remain substantial, as the variance of the random intercept is still significantly different from zero.
Taken together, our mixed effects logistic regression analysis demonstrates that USRNet-PC is, on average, preferred over Güzel, but this preference is highly dependent on the image type. The advantage is most pronounced for images containing text or icons, while for the other categories (animals, natural scenes, urban scenes, and faces) the preference is weaker: only slightly above chance. The PSF parameters (sphere, cylinder, and angle) do not appear to modulate this effect significantly in our data. The strong user-specific random intercept indicates that individual viewing conditions or perceptual strategies may play a role, but even after accounting for this heterogeneity, the image-category effect remains robust.
Sample images precompensated using different methods are shown in
Figure 11,
Figure 12 and
Figure 13. In these images, all of the methods under consideration, with the exception of the Ji method, provide similar sharpness and contrast; however, only the images obtained using the USRNet method are almost free of artifacts (see the enlarged areas).
Figure 11.
Example of how different precompensation algorithms process the same image picked from the Nature category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.
Figure 11.
Example of how different precompensation algorithms process the same image picked from the Nature category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.
Figure 12.
Example of how different precompensation algorithms process the same image picked from the Icons category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.
Figure 12.
Example of how different precompensation algorithms process the same image picked from the Icons category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.
Figure 13.
Example of how different precompensation algorithms process the same image from the City category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.
Figure 13.
Example of how different precompensation algorithms process the same image from the City category. (Top) row: source image and PSF; simulated retinal images using different precompensation methods (the name of the method by the first author is indicated at the top). (Bottom) row: enlarged image fragment in red box.