398 research outputs found

    Graphics processing unit accelerated computation of digital holograms

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    Cataloged from PDF version of article.An approximation for fast digital hologram generation is implemented on a central processing unit (CPU), a graphics processing unit (GPU), and a multi-GPU computational platform. The computational performance of the method on each platform is measured and compared. The computational speed on the GPU platform is much faster than on a CPU, and the algorithm could be further accelerated on a multi-GPU platform. In addition, the accuracy of the algorithm for single-and double-precision arithmetic is evaluated. The quality of the reconstruction from the algorithm using single-precision arithmetic is comparable with the quality from the double-precision arithmetic, and thus the implementation using single-precision arithmetic on a multi-GPU platform can be used for holographic video displays. (C) 2009 Optical Society of America

    Real-time phase-only color holographic video display system using LED illumination

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    Cataloged from PDF version of article.A real-time full-color phase-only holographic display system generates holograms of 3D objects. The system includes a 3D object formed by voxels, an internet-based transmission capability that transmits the object information to the server, a real-time hologram generation unit, and a holographic display unit with incoherent illumination. The server calculates three phase holograms for RGB components using multiple GPUs. The resultant phase holograms are saved into an RGB bitmap image and loaded to the phase-only spatial light modulators (SLMs). SLMs are illuminated uniformly by LEDs, and reconstructed waves are aligned and overlapped by using high precision optics and stages. Experimental results are satisfactory. © 2009 Optical Society of America

    High performance computing for a 3-D optical diffraction tomographic application in fluid velocimetry

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    Optical Diffraction Tomography has been recently introduced in fluid velocimetry to provide three dimensional information of seeding particle locations. In general, image reconstruction methods at visible wavelengths have to account for diffraction. Linear approximation has been used for three-dimensional image reconstruction, but a non-linear and iterative reconstruction method is required when multiple scattering is not negligible. Non-linear methods require the solution of the Helmholtz equation, computationally highly demanding due to the size of the problem. The present work shows the results of a non-linear method customized for spherical particle location using GPU computing and a made-to-measure storing format

    SLM simulation and MonteCarlo path tracing for computer-generated holograms

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    Computer holography is a growing research field that must pay attention to two main issues concerning computing effort: the visualization of a 3D virtual scene with photo-realistic quality and the bottleneck related to hologram digitizalition and visualization limits. This work shows a computational approach based on a Monte Carlo path-tracing algorithm, which accounts for both geometrical and physical phenomena involved in hologram generation, and, therefore, makes a feasible estimation of computing time costs. As these holograms also require yet unavailable visualization devices, their behavior needs to be simulated by computer techniques

    3D Capture and 3D Contents Generation for Holographic Imaging

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    The intrinsic properties of holograms make 3D holographic imaging the best candidate for a 3D display. The holographic display is an autostereoscopic display which provides highly realistic images with unique perspective for an arbitrary number of viewers, motion parallax both vertically and horizontally, and focusing at different depths. The 3D content generation for this display is carried out by means of digital holography. Digital holography implements the classic holographic principle as a two‐step process of wavefront capture in the form of a 2D interference pattern and wavefront reconstruction by applying numerically or optically a reference wave. The chapter follows the two main tendencies in forming the 3D holographic content—direct feeding of optically recorded digital holograms to a holographic display and computer generation of interference fringes from directional, depth and colour information about the 3D objects. The focus is set on important issues that comprise encoding of 3D information for holographic imaging starting from conversion of optically captured holographic data to the display data format, going through different approaches for forming the content for computer generation of holograms from coherently or incoherently captured 3D data and finishing with methods for the accelerated computing of these holograms
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