Abstract

Digital holography is a promising display technology that can account for all human visual cues, with many potential applications i.a. in AR and VR. However, one of the main challenges in computer generated holography (CGH) needed for driving these displays are the high computational requirements. In this work, we propose a new CGH technique for the efficient analytical computation of lines and arc primitives. We express the solutions analytically by means of incomplete cylindrical functions, and devise an efficiently computable approximation suitable for massively parallel computing architectures. We implement the algorithm on a GPU (with CUDA), provide an error analysis and report real-time frame rates for CGH of complex 3D scenes of line-drawn objects, and validate the algorithm in an optical setup.

Highlights

  • Computer generated holography (CGH) consists of numerical diffraction algorithms for efficiently calculating interference for various applications in holography, such as display technology [1], beam shaping [2] and interferometry [3], among many others

  • Holograms can display virtual objects which are indistinguishable from real objects since they account for all human visual cues

  • We report calculation times of 2ms and 21ms for “Simple shapes” and “Seigaiha” respectively, which ranges from 20x to over 50x faster than the point-based computer generated holography (CGH) reference algorithm

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Summary

Introduction

Computer generated holography (CGH) consists of numerical diffraction algorithms for efficiently calculating interference for various applications in holography, such as display technology [1], beam shaping [2] and interferometry [3], among many others. We investigate the problem of diffracting line-drawn segments We target applications such as head-mounted displays, near-eye displays, navigation systems; but this algorithm could be used as a building block for CGH of more complex virtual scenes too. This may have broader applications in pure diffraction theory beyond displays, e.g. the efficient computation of straight or curved line apertures This problem was recently addressed in [21], which we designate as the reference “CG line” (computer graphics) CGH method. We propose an analytical technique for directly computing the value of diffracted line and circle arc apertures in any point (e.g. pixel) This eliminates the error present at edges, and imposes no constraints on the number of depth levels, up to one per line if needed.

Line apertures
Straight line apertures
Arc apertures
Error analysis
Experiments
Numerical calculation experiments
Optical experiments
Conclusion
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