Abstract

We present a method to analytically compute the light distribution of triangles directly in frequency space. This allows for fast evaluation, shading, and propagation of light from 3D mesh objects using angular spectrum methods. The algorithm complexity is only dependent on the hologram resolution and the polygon count of the 3D model. In contrast to other polygon based computer generated holography methods we do not need to perform a Fourier transform per surface. The theory behind the approach is derived, and a suitable algorithm to compute a digital hologram from a general triangle mesh is presented. We review some first results rendered on a spatial-light-modulator-based display by our proof-of-concept software.

© 2008 Optical Society of America

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Supplementary Material (4)

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