1,176 research outputs found

    ON THE COMPRESSION OF DIGITAL HOLOGRAMS

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    This thesis investigates the compression of computer-generated transmission holograms through lossless schemes such as the Burrows-Wheeler compression scheme (BWCS). Ever since Gabor’s discovery of holography, much research have been done to improve the record­ ing and viewing of holograms into more convenient uses such as video viewing. However, the compression of holograms where recording is performed from virtual scenes has not received much attention. Phase-shift digital holograms, on the other hand, have received more attention due to their practical application in object recognition, imaging, and video sequencing of phys­ ical objects. This study is performed for virtually recorded computer-generated holograms in order to understand compression factors in virtually recorded holograms. We also investigate application of lossless compression schemes to holograms with reduced precision for the in­ tensity and phase values. The overall objective is to explore the factors that affect effective compression of virtual holograms. As a result, this work can be used to assist in the design­ ing of better compression algorithms for applications such as virtual object simulations, video gaming application, and holographic video viewing

    Computer design and optimisation of holographic phase elements

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    A Brief Introduction to Display Holography: Curation of the Lake Forest College Holography Gallery

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    A hologram is a complex diffraction grating made by recording the interference pattern of two electromagnetic radiation fields on a light-sensitive surface. Holography is the study of this process. While holograms have been used for many purposes, I will focus on holography’s role in the art world, through the examination of Lake Forest College’s hologram collection, and subsequent curation of the holography gallery. Holograms get almost no exposure today, but it seems that their aesthetically striking nature cannot be ignored by the art world, once presented. If holography were reintroduced to the art world (and perhaps the art world to the holographic community), conditions may be right for a “holographic renaissance,” especially considering the changes in artists’ and audiences’ mindsets and expectations over the time that holography has lain somewhat dormant. My objective for this gallery is to provide a space where this exposure can occur

    A Survey of Signal Processing Problems and Tools in Holographic Three-Dimensional Television

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    Cataloged from PDF version of article.Diffraction and holography are fertile areas for application of signal theory and processing. Recent work on 3DTV displays has posed particularly challenging signal processing problems. Various procedures to compute Rayleigh-Sommerfeld, Fresnel and Fraunhofer diffraction exist in the literature. Diffraction between parallel planes and tilted planes can be efficiently computed. Discretization and quantization of diffraction fields yield interesting theoretical and practical results, and allow efficient schemes compared to commonly used Nyquist sampling. The literature on computer-generated holography provides a good resource for holographic 3DTV related issues. Fast algorithms to compute Fourier, Walsh-Hadamard, fractional Fourier, linear canonical, Fresnel, and wavelet transforms, as well as optimization-based techniques such as best orthogonal basis, matching pursuit, basis pursuit etc., are especially relevant signal processing techniques for wave propagation, diffraction, holography, and related problems. Atomic decompositions, multiresolution techniques, Gabor functions, and Wigner distributions are among the signal processing techniques which have or may be applied to problems in optics. Research aimed at solving such problems at the intersection of wave optics and signal processing promises not only to facilitate the development of 3DTV systems, but also to contribute to fundamental advances in optics and signal processing theory. © 2007 IEEE

    In-situ measurement and characterization of cloud particles using digital in-line holography

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    Satellite measurement validations, climate models, atmospheric radiative transfer models and cloud models, all depend on accurate measurements of cloud particle size distributions, number densities, spatial distributions, and other parameters relevant to cloud microphysical processes. And many airborne instruments designed to measure size distributions and concentrations of cloud particles have large uncertainties in measuring number densities and size distributions of small ice crystals. HOLODEC (Holographic Detector for Clouds) is a new instrument that does not have many of these uncertainties and makes possible measurements that other probes have never made. The advantages of HOLODEC are inherent to the holographic method. In this dissertation, I describe HOLODEC, its in-situ measurements of cloud particles, and the results of its test flights. I present a hologram reconstruction algorithm that has a sample spacing that does not vary with reconstruction distance. This reconstruction algorithm accurately reconstructs the field to all distances inside a typical holographic measurement volume as proven by comparison with analytical solutions to the Huygens-Fresnel diffraction integral. It is fast to compute, and has diffraction limited resolution. Further, described herein is an algorithm that can find the position along the optical axis of small particles as well as large complex-shaped particles. I explain an implementation of these algorithms that is an efficient, robust, automated program that allows us to process holograms on a computer cluster in a reasonable time. I show size distributions and number densities of cloud particles, and show that they are within the uncertainty of independent measurements made with another measurement method. The feasibility of another cloud particle instrument that has advantages over new standard instruments is proven. These advantages include a unique ability to detect shattered particles using three-dimensional positions, and a sample volume size that does not vary with particle size or airspeed. It also is able to yield two-dimensional particle profiles using the same measurements

    Computational imaging and automated identification for aqueous environments

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    Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the Massachusetts Institute of Technology and the Woods Hole Oceanographic Institution June 2011Sampling the vast volumes of the ocean requires tools capable of observing from a distance while retaining detail necessary for biology and ecology, ideal for optical methods. Algorithms that work with existing SeaBED AUV imagery are developed, including habitat classi fication with bag-of-words models and multi-stage boosting for rock sh detection. Methods for extracting images of sh from videos of longline operations are demonstrated. A prototype digital holographic imaging device is designed and tested for quantitative in situ microscale imaging. Theory to support the device is developed, including particle noise and the effects of motion. A Wigner-domain model provides optimal settings and optical limits for spherical and planar holographic references. Algorithms to extract the information from real-world digital holograms are created. Focus metrics are discussed, including a novel focus detector using local Zernike moments. Two methods for estimating lateral positions of objects in holograms without reconstruction are presented by extending a summation kernel to spherical references and using a local frequency signature from a Riesz transform. A new metric for quickly estimating object depths without reconstruction is proposed and tested. An example application, quantifying oil droplet size distributions in an underwater plume, demonstrates the efficacy of the prototype and algorithms.Funding was provided by NOAA Grant #5710002014, NOAA NMFS Grant #NA17RJ1223, NSF Grant #OCE-0925284, and NOAA Grant #NA10OAR417008

    Roadmap on holography

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    From its inception holography has proven an extremely productive and attractive area of research. While specific technical applications give rise to 'hot topics', and three-dimensional (3D) visualisation comes in and out of fashion, the core principals involved continue to lead to exciting innovations in a wide range of areas. We humbly submit that it is impossible, in any journal document of this type, to fully reflect current and potential activity; however, our valiant contributors have produced a series of documents that go no small way to neatly capture progress across a wide range of core activities. As editors we have attempted to spread our net wide in order to illustrate the breadth of international activity. In relation to this we believe we have been at least partially successful.This work was supported by Ministerio de EconomĂ­a, Industria y Competitividad (Spain) under projects FIS2017-82919-R (MINECO/AEI/FEDER, UE) and FIS2015-66570-P (MINECO/FEDER), and by Generalitat Valenciana (Spain) under project PROMETEO II/2015/015

    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
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