Abstract
Near-eye holographic displays are the holy grail of wear-on 3D display devices because they are intended to project realistic wide-angle virtual scenes with parameters matching human vision. One of the key features of a realistic perspective is the ability to move freely around the virtual scene. This can be achieved by addressing the display with wide-angle computer-generated holograms (CGHs) that enable continuous viewpoint change. However, to the best of our knowledge there is no technique able to generate these types of content. Thus, in this work we propose an accurate and non-paraxial hologram update method for wide-angle CGHs that supports continuous viewpoint change around the scene. This method is based on the assumption that with a small change in perspective, two consecutive holograms share overlapping data. This enables reusing the corresponding part of the information from the previous view, eliminating the need to generate an entirely new hologram. Holographic information for the next viewpoint is calculated in two steps: first, a tool approximating the Angular Spectrum Propagation is proposed to generate the hologram data from previous viewpoint; and second, the efficient Phase Added Stereogram algorithm is utilized for generating the missing hologram content. This methodology offers fast and accurate calculations at the same time. Numerical and optical experiments are carried out to support the results of the proposed method.
Highlights
Peoples’ expectations for 3D displays are very high
A digital hologram is reconstructed by modulating the phase or amplitude of the illuminating beam with a Spatial Light Modulator (SLM)
We address the hologram update problem for wide viewing angle neareye holographic display, where the hologram plane is related to the eye position
Summary
Peoples’ expectations for 3D displays are very high. This is the result of science fiction movies showing high-tech devices that currently do not exist. There are two main solutions enabling wide-angle viewing: decreasing the SLM pixel size with a 4F imaging system [9], or employing spherical illumination [15]. [23] has shown that the based-PAS algorithm is well suited for fast calculation of wide-angle view CGHs with densely populated clouds and occlusion culling of unseen areas Despite these advantages, the PAS algorithm is still a relatively slow tool for obtaining a single high-resolution CGH for online viewpoint change. This approach allows an easy manipulation of the multiple view projections of the object in the frequency space [24,27] These types of solutions are not suited for the dynamic nature of the near-eye holographic display. Despite using an efficient compact space bandwidth product [31] implementation of the AS method [32], we were unable to provide reconstruction for a pixel size of 0.62 μm
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