Abstract
We propose a fast method for generating digital Fresnel holograms based on an interpolated wavefront-recording plane (IWRP) approach. Our method can be divided into two stages. First, a small, virtual IWRP is derived in a computational-free manner. Second, the IWRP is expanded into a Fresnel hologram with a pair of fast Fourier transform processes, which are realized with the graphic processing unit (GPU). We demonstrate state-of-the-art experimental results, capable of generating a 2048 x 2048 Fresnel hologram of around 4 × 10(6) object points at a rate of over 40 frames per second.
Highlights
We propose a fast method for generating digital Fresnel holograms based on an interpolated wavefront-recording plane (IWRP) approach
The IWRP is expanded into a Fresnel hologram with a pair of fast Fourier transform processes, which are realized with the graphic processing unit (GPU)
Past research has demonstrated that the Fresnel hologram of a three-dimensional scene can be generated numerically by computing the fringe patterns emerged from each object point to the hologram plane
Summary
Past research has demonstrated that the Fresnel hologram of a three-dimensional scene can be generated numerically by computing the fringe patterns emerged from each object point to the hologram plane. A fast method has been reported by Shimobaba et al in [13] In their approach, Eq (1) is first applied to compute the fringe pattern of each object point within a small window on a virtual wavefront recording plane (WRP) which is placed very close to the scene. The decimated has effectively reduced the computation time, as will be shown later, the reconstructed images obtained with the WRP derived from Eq (6) are weak, noisy, and difficult to observe This is caused by the sparse distribution of the object points caused by the sub-sampling of the scene image. Each virtual window in the IWRP can be generated in a computation-free manner by retrieving, from the LUT, the wavefront corresponding to the intensity and depth of the corresponding object point. Y w lm x rm ,tn y bn is generated within the IWRP, Eq (4) is applied to generate the hologram u x, y
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