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Applied Optics

Applied Optics


  • Editor: Joseph N. Mait
  • Vol. 48, Iss. 21 — Jul. 20, 2009
  • pp: 4246–4255

Computer generated hologram with geometric occlusion using GPU-accelerated depth buffer rasterization for three-dimensional display

Rick H.-Y. Chen and Timothy D. Wilkinson  »View Author Affiliations

Applied Optics, Vol. 48, Issue 21, pp. 4246-4255 (2009)

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We present a method of rapidly producing computer-generated holograms that exhibit geometric occlusion in the reconstructed image. Conceptually, a bundle of rays is shot from every hologram sample into the object volume. We use z buffering to find the nearest intersecting object point for every ray and add its complex field contribution to the corresponding hologram sample. Each hologram sample belongs to an independent operation, allowing us to exploit the parallel computing capability of modern programmable graphics processing units (GPUs). Unlike algorithms that use points or planar segments as the basis for constructing the hologram, our algorithm’s complexity is dependent on fixed system parameters, such as the number of ray-casting operations, and can therefore handle complicated models more efficiently. The finite number of hologram pixels is, in effect, a windowing function, and from analyzing the Wigner distribution function of windowed free-space transfer function we find an upper limit on the cone angle of the ray bundle. Experimentally, we found that an angular sampling distance of 0.01 ° for a 2.66 ° cone angle produces acceptable reconstruction quality.

© 2009 Optical Society of America

OCIS Codes
(090.1760) Holography : Computer holography
(090.2870) Holography : Holographic display
(100.6890) Image processing : Three-dimensional image processing
(090.5694) Holography : Real-time holography

ToC Category:

Original Manuscript: March 30, 2009
Revised Manuscript: June 16, 2009
Manuscript Accepted: June 24, 2009
Published: July 17, 2009

Rick H.-Y. Chen and Timothy D. Wilkinson, "Computer generated hologram with geometric occlusion using GPU-accelerated depth buffer rasterization for three-dimensional display," Appl. Opt. 48, 4246-4255 (2009)

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