168 research outputs found

    The reconstruction of digital holograms on a computational grid

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    Digital holography is greatly extending the range ofholography's applications and moving it from the lab into the field: a single CCD or other solid-state sensor can capture any number of holograms while numerical reconstruction within a computer eliminates the need for chemical development and readily allows further processing and visualisation of the holographic image. The steady increase in sensor pixel count leads to the possibilities of larger sample volumes, while smaller-area pixels enable the practical use of digital off-axis holography. However this increase in pixel count also drives a corresponding expansion of the computational effort needed to numerically reconstruct such holograms to an extent where the reconstruction process for a single depth slice takes significantly longer than the capture process for each single hologram. Grid computing - a recent innovation in large-scale distributed processing - provides a convenient means of harnessing significant computing resources in an ad-hoc fashion that might match the field deployment of a holographic instrument. We describe here the reconstruction of digital holograms on a trans-national computational Grid with over 10 000 nodes available at over 100 sites. A simplistic scheme of deployment was found to provide no computational advantage over a single powerful workstation. Based on these experiences we suggest an improved strategy for workflow and job execution for the replay ofdigital holograms on a Grid

    Challenges in using GPUs for the real-time reconstruction of digital hologram images

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    This is the pre-print version of the final published paper that is available from the link below.In-line holography has recently made the transition from silver-halide based recording media, with laser reconstruction, to recording with large-area pixel detectors and computer-based reconstruction. This form of holographic imaging is an established technique for the study of fine particulates, such as cloud or fuel droplets, marine plankton and alluvial sediments, and enables a true 3D object field to be recorded at high resolution over a considerable depth. The move to digital holography promises rapid, if not instantaneous, feedback as it avoids the need for the time-consuming chemical development of plates or film film and a dedicated replay system, but with the growing use of video-rate holographic recording, and the desire to reconstruct fully every frame, the computational challenge becomes considerable. To replay a digital hologram a 2D FFT must be calculated for every depth slice desired in the replayed image volume. A typical hologram of ~100 ÎĽm particles over a depth of a few hundred millimetres will require O(10^3) 2D FFT operations to be performed on a hologram of typically a few million pixels. In this paper we discuss the technical challenges in converting our existing reconstruction code to make efficient use of NVIDIA CUDA-based GPU cards and show how near real-time video slice reconstruction can be obtained with holograms as large as 4096 by 4096 pixels. Our performance to date for a number of different NVIDIA GPU running under both Linux and Microsoft Windows is presented. The recent availability of GPU on portable computers is discussed and a new code for interactive replay of digital holograms is presented
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