Literature DB >> 19623239

Computer generated hologram with geometric occlusion using GPU-accelerated depth buffer rasterization for three-dimensional display.

Rick H-Y Chen1, Timothy D Wilkinson.   

Abstract

We present a method of rapidly producing computer-generated holograms that exhibit geometric occlusion in the reconstructed image. Conceptually, a bundle of rays is shot from every hologram sample into the object volume. We use z buffering to find the nearest intersecting object point for every ray and add its complex field contribution to the corresponding hologram sample. Each hologram sample belongs to an independent operation, allowing us to exploit the parallel computing capability of modern programmable graphics processing units (GPUs). Unlike algorithms that use points or planar segments as the basis for constructing the hologram, our algorithm's complexity is dependent on fixed system parameters, such as the number of ray-casting operations, and can therefore handle complicated models more efficiently. The finite number of hologram pixels is, in effect, a windowing function, and from analyzing the Wigner distribution function of windowed free-space transfer function we find an upper limit on the cone angle of the ray bundle. Experimentally, we found that an angular sampling distance of 0.01 degrees for a 2.66 degrees cone angle produces acceptable reconstruction quality.

Entities:  

Year:  2009        PMID: 19623239     DOI: 10.1364/ao.48.004246

Source DB:  PubMed          Journal:  Appl Opt        ISSN: 1559-128X            Impact factor:   1.980


  1 in total

1.  Super-wide viewing-zone holographic 3D display using a convex parabolic mirror.

Authors:  Yusuke Sando; Kazuo Satoh; Takahiro Kitagawa; Makoto Kawamura; Daisuke Barada; Toyohiko Yatagai
Journal:  Sci Rep       Date:  2018-07-27       Impact factor: 4.379

  1 in total

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