38 research outputs found

    HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics

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    Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter

    Holographic optical elements for holographic stereogram printers

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (p. 97-98).by Michael Anthony Klug.M.S

    Coherent and Holographic Imaging Methods for Immersive Near-Eye Displays

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    LĂ€hinĂ€ytöt on suunniteltu tarjoamaan realistisia kolmiulotteisia katselukokemuksia, joille on merkittĂ€vÀÀ tarvetta esimerkiksi työkoneiden etĂ€kĂ€ytössĂ€ ja 3D-suunnittelussa. Nykyaikaiset lĂ€hinĂ€ytöt tuottavat kuitenkin edelleen ristiriitaisia visuaalisia vihjeitĂ€, jotka heikentĂ€vĂ€t immersiivistĂ€ kokemusta ja haittaavat niiden miellyttĂ€vÀÀ kĂ€yttöÀ. MerkittĂ€vĂ€nĂ€ ratkaisuvaihtoehtona pidetÀÀn koherentin valon, kuten laservalon, kĂ€yttöÀ nĂ€ytön valaistukseen, millĂ€ voidaan korjata nykyisten lĂ€hinĂ€yttöjen puutteita. Erityisesti koherentti valaistus mahdollistaa holograïŹsen kuvantamisen, jota kĂ€yttĂ€vĂ€t holograïŹset nĂ€ytöt voivat tarkasti jĂ€ljitellĂ€ kolmiulotteisten mallien todellisia valoaaltoja. Koherentin valon kĂ€yttĂ€minen nĂ€yttöjen valaisemiseen aiheuttaa kuitenkin huomiota vaativaa korkean kontrastin hĂ€iriötĂ€ pilkkukuvioiden muodossa. LisĂ€ksi holograïŹsten nĂ€yttöjen laskentamenetelmĂ€t ovat laskennallisesti vaativia ja asettavat uusia haasteita analyysin, pilkkuhĂ€iriön ja valon mallintamisen suhteen. TĂ€ssĂ€ vĂ€itöskirjassa tutkitaan laskennallisia menetelmiĂ€ lĂ€hinĂ€ytöille koherentissa kuvantamisjĂ€rjestelmĂ€ssĂ€ kĂ€yttĂ€en signaalinkĂ€sittelyĂ€, koneoppimista sekĂ€ geometrista (sĂ€de) ja fysikaalista (aalto) optiikan mallintamista. Työn ensimmĂ€isessĂ€ osassa keskitytÀÀn holograïŹsten kuvantamismuotojen analysointiin sekĂ€ kehitetÀÀn hologrammien laskennallisia menetelmiĂ€. HolograïŹan korkeiden laskentavaatimusten ratkaisemiseksi otamme kĂ€yttöön holograïŹset stereogrammit holograïŹsen datan likimÀÀrĂ€isenĂ€ esitysmuotona. Tarkastelemme kyseisen esitysmuodon visuaalista oikeellisuutta kehittĂ€mĂ€llĂ€ analyysikehyksen holograïŹsen stereogrammin tarjoamien visuaalisten vihjeiden tarkkuudelle akkommodaatiota varten suhteessa sen suunnitteluparametreihin. LisĂ€ksi ehdotamme signaalinkĂ€sittelyratkaisua pilkkuhĂ€iriön vĂ€hentĂ€miseksi, ratkaistaksemme nykyisten menetelmien valon mallintamiseen liittyvĂ€t visuaalisia artefakteja aiheuttavat ongelmat. KehitĂ€mme myös uudenlaisen holograïŹsen kuvantamismenetelmĂ€n, jolla voidaan mallintaa tarkasti valon kĂ€yttĂ€ytymistĂ€ haastavissa olosuhteissa, kuten peiliheijastuksissa. VĂ€itöskirjan toisessa osassa lĂ€hestytÀÀn koherentin nĂ€yttökuvantamisen laskennallista taakkaa koneoppimisen avulla. KehitĂ€mme koherentin akkommodaatioinvariantin lĂ€hinĂ€ytön suunnittelukehyksen, jossa optimoidaan yhtĂ€aikaisesti nĂ€ytön staattista optiikka ja nĂ€ytön kuvan esikĂ€sittelyverkkoa. Lopuksi nopeutamme ehdottamaamme uutta holograïŹsta kuvantamismenetelmÀÀ koneoppimisen avulla reaaliaikaisia sovelluksia varten. Kyseiseen ratkaisuun sisĂ€ltyy myös tehokkaan menettelyn kehittĂ€minen funktionaalisten satunnais-3D-ympĂ€ristöjen tuottamiseksi. KehittĂ€mĂ€mme menetelmĂ€ mahdollistaa suurten synteettisten moninĂ€kökulmaisten kuvien datasettien tuottamisen, joilla voidaan kouluttaa sopivia neuroverkkoja mallintamaan holograïŹsta kuvantamismenetelmÀÀmme reaaliajassa. Kaiken kaikkiaan tĂ€ssĂ€ työssĂ€ kehitettyjen menetelmien osoitetaan olevan erittĂ€in kilpailukykyisiĂ€ uusimpien koherentin valon lĂ€hinĂ€yttöjen laskentamenetelmien kanssa. Työn tuloksena nĂ€hdÀÀn kaksi vaihtoehtoista lĂ€hestymistapaa ristiriitaisten visuaalisten vihjeiden aiheuttamien nykyisten lĂ€hinĂ€yttöongelmien ratkaisemiseksi joko staattisella tai dynaamisella optiikalla ja reaaliaikaiseen kĂ€yttöön soveltuvilla laskentamenetelmillĂ€. Esitetyt tulokset ovat nĂ€in ollen tĂ€rkeitĂ€ seuraavan sukupolven immersiivisille lĂ€hinĂ€ytöille.Near-eye displays have been designed to provide realistic 3D viewing experience, strongly demanded in applications, such as remote machine operation, entertainment, and 3D design. However, contemporary near-eye displays still generate conflicting visual cues which degrade the immersive experience and hinders their comfortable use. Approaches using coherent, e.g., laser light for display illumination have been considered prominent for tackling the current near-eye display deficiencies. Coherent illumination enables holographic imaging whereas holographic displays are expected to accurately recreate the true light waves of a desired 3D scene. However, the use of coherent light for driving displays introduces additional high contrast noise in the form of speckle patterns, which has to be taken care of. Furthermore, imaging methods for holographic displays are computationally demanding and impose new challenges in analysis, speckle noise and light modelling. This thesis examines computational methods for near-eye displays in the coherent imaging regime using signal processing, machine learning, and geometrical (ray) and physical (wave) optics modeling. In the first part of the thesis, we concentrate on analysis of holographic imaging modalities and develop corresponding computational methods. To tackle the high computational demands of holography, we adopt holographic stereograms as an approximative holographic data representation. We address the visual correctness of such representation by developing a framework for analyzing the accuracy of accommodation visual cues provided by a holographic stereogram in relation to its design parameters. Additionally, we propose a signal processing solution for speckle noise reduction to overcome existing issues in light modelling causing visual artefacts. We also develop a novel holographic imaging method to accurately model lighting effects in challenging conditions, such as mirror reflections. In the second part of the thesis, we approach the computational complexity aspects of coherent display imaging through deep learning. We develop a coherent accommodation-invariant near-eye display framework to jointly optimize static display optics and a display image pre-processing network. Finally, we accelerate the corresponding novel holographic imaging method via deep learning aimed at real-time applications. This includes developing an efficient procedure for generating functional random 3D scenes for forming a large synthetic data set of multiperspective images, and training a neural network to approximate the holographic imaging method under the real-time processing constraints. Altogether, the methods developed in this thesis are shown to be highly competitive with the state-of-the-art computational methods for coherent-light near-eye displays. The results of the work demonstrate two alternative approaches for resolving the existing near-eye display problems of conflicting visual cues using either static or dynamic optics and computational methods suitable for real-time use. The presented results are therefore instrumental for the next-generation immersive near-eye displays

    Toward accurate computation of optically reconstructed holograms

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (p. 163-165).by John Stephen Underkoffler.M.S

    ValokentistÀ aaltokentiksi: hologrammien generointi perspektiivisistÀ kuvista

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    In this thesis, the link between the ray-optics and wave-optics formalisms of light propagation modeling is studied through light field (LF) and holography. Multi-perspective images, such as captured by multicamera arrays, are utilized to obtain the discrete LF information. Three di erent computer generated hologram (CGH) representations are discussed in the thesis: holographic stereogram (an example for incoherent CGH), phase-added stereogram and diffraction specific coherent panoramagram (examples for coherent CGH). Comparative analysis of these three different holographic representation techniques is carried out through experiments simulating the viewing process of the holograms by the human eye. In particular, reconstructed image quality is compared for different scenes at different viewpoints. The accommodation responses of each technique is also evaluated via changing the focal length of the lens in the human eye model to focus the eye at different distances. The prominent issue of speckle noise apparent in hologram reconstruction process is particularly addressed in detail, since it heavily affects the quality of the reconstructed images. In addition to existing solutions analyzed in the thesis, random averaging and pixel separation, a speckle suppression method based on pixel separation for coherent holograms is proposed. The proposed method is shown to further enhance the reconstructed image quality with respect to existing speckle reduction techniques. Besides the perceived image quality, another topic that is seen to be critical in the context of the thesis is simplifying the capture process of LF. In this aspect, the strict camera sampling requirements in LF capture for holographic stereograms are shown to be relieved considerably through the use of shearlet-based LF reconstruction algorithm. This enables utilization of more appropriate capture devices, e.g. multi-camera arrays, instead of conventionally used camera rigs.TÀmÀn työn tavoitteena on tarkastella valon sÀde- ja aalto-optiikkaa valokenttien ja holografian kautta. MoniperspektiivisiÀ kuvia kÀytetÀÀn tallentamaan diskreetin valokentÀn informaatio. Kolme eri digitaalista hologrammiesitystÀ valittiin tÀhÀn työhön vertailtavaksi: holographic stereogram (esimerkkinÀ inkoherenteista hologrammeista), phase-added stereogram ja diffraction specific coherent panoramagram (esimerkkeinÀ koherenteista hologrammeista). NÀiden hologrammiesitysten vÀlisiÀ eroja analysoidaan ihmisnÀköÀ numeerisesti simuloivien kokeiden avulla. Erityisesti eri hologrammitallenteista saatujen rekonstruktiokuvien visuaalista laatua vertaillaan simuloimalla katsojaa eri nÀkökulmista. Holografiseen rekonstruktioprosessiin liittyvÀÀ pilkkuhÀiriötÀ kÀsitellÀÀn yksityiskohtaisesti, sillÀ se heikentÀÀ havaittujen kuvien laatua huomattavasti. Nykyisten ratkaisujen, kuten satunnaiskeskiarvottamisen ja pikseliseparaation lisÀksi johdetaan pikseliseparaatioon pohjautuva pilkkuhÀiriötÀ vÀhentÀvÀ menetelmÀ koherenteille hologrammeille. Kokeiden perusteella tÀmÀn menetelmÀn osoitetaan parantavan rekonstruktiokuvien laatua. Havaitun kuvanlaadun lisÀksi kriittinen aihe tÀmÀn työn kontekstissa on valokentÀn tallentamisen helpottaminen. Tiukkoja nÀytteistÀmisvaatimuksia tÀhÀn liittyen voidaan keventÀÀ huomattavasti shearlet-muunnokseen pohjautuvan valokentÀn rekonstruktioalgoritmin avulla, mahdollistaen perinteisesti kÀytettyjen jÀrjestelmien sijaan kÀytÀnnöllisempien kameraryhmien kÀytön

    HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics

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    Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter

    Edge-lit holographic stereograms

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (leaves 83-84).by William John Farmer.M.S

    Multiple viewpoint rendering for three-dimensional displays

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.Includes bibliographical references (leaves 159-164).Michael W. Halle.Ph.D

    Efficient rendering for three-dimensional displays

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    This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs. The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor. Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints. Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naĂŻve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed
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