Abstract

This paper presents a novel method for using programmable graphics hardware to generate fringe patterns for SLM-based holographic displays. The algorithm is designed to take the programming constraints imposed by the graphics hardware pipeline model into consideration, and scales linearly with the number of object points. In contrast to previous methods we do not have to use the Fresnel approximation. The technique can also be used on several graphics processors in parallel for further optimization. We achieve real-time frame rates for objects consisting of a few hundred points at a resolution of 960 × 600 pixels and over 10 frames per second for 1000 points.

© 2006 Optical Society of America

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References

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  1. M. Lucente, "Diffraction-Specific Fringe Computation for Electro-Holography," Ph. D. Thesis, Department of Electrical Engineering and Computer Science," Ph.D. thesis, Massachusetts Institute of Technology (1994).
  2. J. Watlington, M. Lucente, C. Sparrell, V. Bove, and J. Tamitani, "A Hardware Architecture for Rapid Generation of Electro-Holographic Fringe Patterns," in SPIE Practical Holography IX, 2406, 172-183 (1995).
  3. M. Lucente and T. A. Galyean, "Rendering interactive holographic images," in SIGGRAPH ’95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, 387-394 (ACM Press, New York, NY, USA, 1995).
  4. T. Ito, N. Masuda, K. Yoshimura, A. Shiraki, T. Shimobaba, and T. Sugie, "Special-purpose computer HORN-5 for a real-time electroholography," Opt. Express 13, 1923-1932 (2005). URL http://www.opticsexpress.org/abstract.cfm?uri=OE-13-6-1923
    [CrossRef] [PubMed]
  5. A. Ritter, J. B¨ottger, O. Deussen, M. K¨onig, and T. Strothotte, "Hardware-based rendering of full-parallax synthetic holograms," Appl. Opt.1364-1369 (1999).
    [CrossRef]
  6. C. Petz and M. Magnor, "Fast Hologram Synthesis for 3D Geometry Models using Graphics Hardware," in Practical Holography XVII and Holographic Materials IX, 266-275 (SPIE, 2003).
  7. J. V. Michael Bove, W. J. Plesniak, T. Quentmeyer, and J. Barabas, "Real-time holographic video images with commodity PC hardware," in Proc. SPIE Stereoscopic Displays and Applications, 5664, 255-262 (SPIE).
  8. N. Masuda, T. Ito, T. Tanaka, A. Shiraki, and T. Sugie, "Computer generated holography using a graphics processing unit," Opt. Express 14, 603-608 (2006). URL http://www.opticsexpress.org/abstract.cfm?uri=OE-14-2-603
    [CrossRef] [PubMed]
  9. M. Lucente, "Interactive Computation of holograms using a Look-up Table," J. Electron. Imaging 2(1), 28-34 (1993).
    [CrossRef]
  10. "Example movies," URL http://www.mpi-inf.mpg.de/departments/irg3/ahrenberg/animations/holongpu
  11. "Stanford 3D Scanning Repository," URL http://graphics.stanford.edu/data/3Dscanrep/

1999

A. Ritter, J. B¨ottger, O. Deussen, M. K¨onig, and T. Strothotte, "Hardware-based rendering of full-parallax synthetic holograms," Appl. Opt.1364-1369 (1999).
[CrossRef]

1993

M. Lucente, "Interactive Computation of holograms using a Look-up Table," J. Electron. Imaging 2(1), 28-34 (1993).
[CrossRef]

Lucente, M.

M. Lucente, "Interactive Computation of holograms using a Look-up Table," J. Electron. Imaging 2(1), 28-34 (1993).
[CrossRef]

Ritter, A.

A. Ritter, J. B¨ottger, O. Deussen, M. K¨onig, and T. Strothotte, "Hardware-based rendering of full-parallax synthetic holograms," Appl. Opt.1364-1369 (1999).
[CrossRef]

Appl. Opt.

A. Ritter, J. B¨ottger, O. Deussen, M. K¨onig, and T. Strothotte, "Hardware-based rendering of full-parallax synthetic holograms," Appl. Opt.1364-1369 (1999).
[CrossRef]

J. Electron. Imaging

M. Lucente, "Interactive Computation of holograms using a Look-up Table," J. Electron. Imaging 2(1), 28-34 (1993).
[CrossRef]

Other

"Example movies," URL http://www.mpi-inf.mpg.de/departments/irg3/ahrenberg/animations/holongpu

"Stanford 3D Scanning Repository," URL http://graphics.stanford.edu/data/3Dscanrep/

C. Petz and M. Magnor, "Fast Hologram Synthesis for 3D Geometry Models using Graphics Hardware," in Practical Holography XVII and Holographic Materials IX, 266-275 (SPIE, 2003).

J. V. Michael Bove, W. J. Plesniak, T. Quentmeyer, and J. Barabas, "Real-time holographic video images with commodity PC hardware," in Proc. SPIE Stereoscopic Displays and Applications, 5664, 255-262 (SPIE).

N. Masuda, T. Ito, T. Tanaka, A. Shiraki, and T. Sugie, "Computer generated holography using a graphics processing unit," Opt. Express 14, 603-608 (2006). URL http://www.opticsexpress.org/abstract.cfm?uri=OE-14-2-603
[CrossRef] [PubMed]

M. Lucente, "Diffraction-Specific Fringe Computation for Electro-Holography," Ph. D. Thesis, Department of Electrical Engineering and Computer Science," Ph.D. thesis, Massachusetts Institute of Technology (1994).

J. Watlington, M. Lucente, C. Sparrell, V. Bove, and J. Tamitani, "A Hardware Architecture for Rapid Generation of Electro-Holographic Fringe Patterns," in SPIE Practical Holography IX, 2406, 172-183 (1995).

M. Lucente and T. A. Galyean, "Rendering interactive holographic images," in SIGGRAPH ’95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, 387-394 (ACM Press, New York, NY, USA, 1995).

T. Ito, N. Masuda, K. Yoshimura, A. Shiraki, T. Shimobaba, and T. Sugie, "Special-purpose computer HORN-5 for a real-time electroholography," Opt. Express 13, 1923-1932 (2005). URL http://www.opticsexpress.org/abstract.cfm?uri=OE-13-6-1923
[CrossRef] [PubMed]

Supplementary Material (3)

» Media 1: MOV (2418 KB)     
» Media 2: MOV (741 KB)     
» Media 3: MOV (2066 KB)     

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Figures (3)

Fig. 1.
Fig. 1.

Three different algorithmic layouts for computing the distribution from N object points on a GPU. The fragment shader is called once for every pixel. (a) Process all points in one pass. Loop in shader. (b) Process one point per pass. Multi-pass. (c) Process N = PS points. P passes and S summations in shader.

Fig. 2.
Fig. 2.

Rendering times 100 to 10000 points for two SLM resolutions using single and dual GPUs. The rendering time scale almost perfectly linear for 100 to 10000 points. Using the SLI setup doubles the performance, with the exception of the 100 point case where the GPU does the computation in just one pass and no efficiency is gained by parallelization.

Fig. 3.
Fig. 3.

Off-axis reconstruction. The models has 200 (a), 1800 (b) and 8000 (c) points. Movies of the reconstruction are available at [10] [Media 1] [Media 2] [Media 3]

Equations (1)

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I ( x , y ) = j = 1 N a j cos ( 2 π λ ( x x j ) 2 + ( y y j ) 2 + z j 2 ) .

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