With the recent widespread interest for head-mounted displays applied to virtual or augmented reality, holography has been considered as an appealing technique for a revolutionary and natural 3D visualization system. However, due to the tremendous amount of data required by holograms and to the very different properties of holographic data compared to common imagery, compression of digital holograms is a highly challenging topic for researchers. In this study, we introduce a novel approach, to the best of our knowledge, for color hologram compression based on matching pursuit using an overcomplete Gabor's dictionary. A detailed framework, together with a GPU implementation, from hologram decomposition to bitstream generation, is studied, and the results are discussed and compared to existing hologram compression algorithms.
A hybrid approach for fast occlusion processing in computer-generated hologram calculation is studied in this paper. The proposed method is based on the combination of two commonly used approaches that complement one another: the point-source and wave-field approaches. By using these two approaches together, the proposed method thus takes advantage of both of them. In this method, the 3D scene is first sliced into several depth layers parallel to the hologram plane. Light scattered by the scene is then propagated and shielded from one layer to another using either a point-source or a wave-field approach according to a threshold criterion on the number of points within the layer. Finally, the hologram is obtained by computing the propagation of light from the nearest layer to the hologram plane. Experimental results reveal that the proposed method does not produce any visible artifact and outperforms both the point-source and wave-field approaches.
Guaranteeing interoperability between devices and applications is the core role of standards organizations. Since its first JPEG standard in 1992, the Joint Photographic Experts Group (JPEG) has published several image coding standards that have been successful in a plethora of imaging markets. Recently, these markets have become subject to potentially disruptive innovations owing to the rise of new imaging modalities such as light fields, point clouds, and holography. These so‐called plenoptic modalities hold the promise of facilitating a more efficient and complete representation of 3D scenes when compared to classic 2D modalities. However, due to the heterogeneity of plenoptic products that will hit the market, serious interoperability concerns have arisen. In this paper, we particularly focus on the holographic modality and outline how the JPEG committee has addressed these tremendous challenges. We discuss the main use cases and provide a preliminary list of requirements. In addition, based on the discussion of real‐valued and complex data representations, we elaborate on potential coding technologies that range from approaches utilizing classical 2D coding technologies to holographic content‐aware coding solutions. Finally, we address the problem of visual quality assessment of holographic data covering both visual quality metrics and subjective assessment methodologies.
International audienceA novel approach for hologram computation from Multiview-plus-Depth (MVD) data is studied in this paper. The proposed method consists of three steps. First, intensity views and depth maps pairs of the scene are taken from different perspective viewpoints. Then, the 3D scene geometry is reconstructed from the MVD data as a layered point-cloud. This 3D scene reconstruction step allows us to use only a few perspective projections of the scene without sacrificing any depth cue. Furthermore, in order to take into account specular reflections, each scene point is considered to emit light differently in all the directions. Finally, light scattered by the scene is numerically propagated towards the hologram plane in order to get the final CGH. Experimental results show that the proposed method is able to provide all the human depth cues and accurate shading of the scene without producing any visible artifact
With the growing interest for Augmented Reality devices, holography is often considered as a promising technology to overcome the focus issues of conventional stereoscopic displays. To enlarge the field-of-view of holographic Head-Mounted Displays, a Fourier Transform Optical System (FTOS) has been proposed. However, since the scene geometry is distorted by the FTOS, it is necessary to compensate the position of each scene point during the hologram computation, resulting in long calculation times. In this paper, we propose a real-time Computer-Generated Hologram (CGH) calculation method for the FTOS. Whereas previously proposed methods used a ray-tracing approach to compensate the distortion induced by the FTOS, our proposed method relies on a layer-based approach. Experimental results show that our method is able to compute holograms of resolution (3840× 2160) in real-time at 24 frames per second, enabling its use in Augmented Reality applications.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.